Ogrze Chanaty

Ogrze Chanaty

Correspondence of translations with another language

Rules and Equipments used by the army

PL EN
Ambush
Ambush
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
Animal Master
The model gains [b]Commanding Presence[/b], but only units of Sabretooth Tigers may benefit from it.
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Light Armour
Armor +1
Light Armour
Armor +1
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Stomp Attacks
Stomp Attacks
Rally Around The Flag
Rally Around The Flag
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Freezing Aura
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Beast
Beast
Insignificant
Insignificant
Hard Target
Hard Target
It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
It's a Trap!
Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit [b]must[/b] take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Construct
Construct
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Disciplined
Disciplined
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Exclusive
Exclusive
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
First Strike
First Strike
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
Touch of Frost
Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.
Fury
Fury
Giant
Giant
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hand Cannon
Shooting Weapon. Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Hand Cannon
Shooting Weapon. Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Metal Armour
Metal Armour
Mount
Mount
Ogre
Ogre
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Scrapling
Scrapling
Scratapult
Artillery Weapon. Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Scratapult
Artillery Weapon. Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Thunder Cannon
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)] • Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4 A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Thunder Cannon
Artillery Weapon. This Artillery Weapon can be fired in two ways: • Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)] • Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4 A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Unruly
Unruly
Yeti
Yeti

Magic Items usable by the army

PL EN
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
Heart-Ripper
+1 AP, Lethal Strike and always hits at least on 3+.
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Aurochs Resilience
Mountain Hide and +1 Res. The model automatically fails all Special Saves.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Shield Breaker
+6 AP.
Shield Breaker
+6 AP.
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
Mammoth-Hide Cloak
+1 Arm. Attacks against the wearer can never have Str above 5.
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Wrestler's Belt
+1 Arm, +1 Str and Devastating Charge (+1 Arm).
Mimic Cloak
Stand Behind
Mimic Cloak
Stand Behind
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Death Cheater
+1 Arm and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Elixir of Negation
Aegis (3+, against Magical Attacks).
Elixir of Negation
Aegis (3+, against Magical Attacks).
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Ritual Bloodletter
+1 Att. While the wielder’s unit is Engaged in Combat, the wielder must reroll rolls of ’1’ for its casting attempts.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Khagadai's Legacy
Multiple Wounds (D3).
Khagadai's Legacy
Multiple Wounds (D3).
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Lygur's Tongue
Afflict (−2 Off).
Lygur's Tongue
Afflict (−2 Off).
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Viper's Curse
Poison Attacks (Melee, Shooting). Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Viper's Curse
Poison Attacks (Melee, Shooting). Shots set to 4, Str 4, AP 2 and always hits on 4+. It cannot benefit from Area Attack and Direct Hit if it has it.
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Rampager’s Chain
The bearer gains Stomp Attack (D3+1 hits), and all models in the bearer’s unit must reroll failed to-wound rolls with Stomp Attack.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Yeti Furs
Strider and Touch of Frost.
Yeti Furs
Strider and Touch of Frost.

Magic Standards usable by the army

PL EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
Banner of the Gyengget
The bearer’s unit gains First Strike (re-roll natural to-hit and to-wound rolls of 1)
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Skull of Qenghet
The bearer’s unit gains Terror.
Skull of Qenghet
The bearer’s unit gains Terror.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
Pennant of the Great Grass Sky
The unit gains Maximized Charge Range and Minimised Flee Range.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

PL EN
Great Khan
Great Khan
Khan
Khan
Shaman
Shaman
Mammoth Hunter
Mammoth Hunter
Tusker
Tusker
Rock Aurochs
Rock Aurochs
Tribesmen
Tribesmen
Bruisers
Bruisers
Scraplings
Scraplings
Sabretooth Tigers
Sabretooth Tigers
Scrapling Trappers
Scrapling Trappers
Yetis
Yetis
Kin-Eater
Kin-Eater
Tusker Cavalry
Tusker Cavalry
Mercenary Veterans
Mercenary Veterans
Mercenary Gunners
Mercenary Gunners
Thunder Cannon
Thunder Cannon
Scratapult
Scratapult
Bombardiers
Bombardiers
Rock Aurochs
Rock Aurochs
Frost Mammoth
Frost Mammoth
Mercenary Giant
Mercenary Giant
Supplement Slave Giant
Supplement Slave Giant