Correspondence of translations with another language
| ZH | EN |
|---|---|
|
Abominable Attacks
A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk.
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:
• Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
|
Abominable Attacks
A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk.
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:
• Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
|
|
Ambushers
|
Ambushers
|
|
Fear
|
Fear
|
|
Hand Weapon
|
Hand Weapon
|
|
Light armour
|
Light armour
|
|
Throwing Weapons
|
Throwing Weapons
|
|
Armour Bane
|
Armour Bane
|
|
Magical Attacks
|
Magical Attacks
|
|
Stomp Attacks
|
Stomp Attacks
|
|
Poisoned Attacks
|
Poisoned Attacks
|
|
Impact Hits
|
Impact Hits
|
|
Vanguard
|
Vanguard
|
|
Warband
|
Warband
|
|
Billowing Death
R S AP Special Rules
Billowing Death N/A 2 N/A Breath Weapon, Magical Attacks
Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
|
Billowing Death
R S AP Special Rules
Billowing Death N/A 2 N/A Breath Weapon, Magical Attacks
Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
|
|
Blessings Of The Horned Rat
The Horned Rat protects its favoured followers, warding them against the weapons of their enemies.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
|
Blessings Of The Horned Rat
The Horned Rat protects its favoured followers, warding them against the weapons of their enemies.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
|
|
Claws And Fangs
counts as hand weapons
|
Claws And Fangs
counts as hand weapons
|
|
Close Order
|
Close Order
|
|
Cloud of Flies
Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
|
Cloud of Flies
Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
|
|
Fight In Extra Rank
|
Fight In Extra Rank
|
|
Crushing Bulk
The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
|
Crushing Bulk
The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
|
|
Deploying Weapon Teams
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit.
|
Deploying Weapon Teams
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit.
|
|
Stubborn
|
Stubborn
|
|
Dragged Along
|
Dragged Along
|
|
Scouts
|
Scouts
|
|
Terror
|
Terror
|
|
Eshin Infiltration
Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by.
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
Note that this character cannot use this special rule whilst it remains hidden.
|
Eshin Infiltration
Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by.
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
Note that this character cannot use this special rule whilst it remains hidden.
|
|
Evasive
|
Evasive
|
|
Feigned Flight
|
Feigned Flight
|
|
Fire & Flee
|
Fire & Flee
|
|
Frenzy
|
Frenzy
|
|
Large Target
|
Large Target
|
|
Great Censer
As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.
In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
|
Great Censer
As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.
In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
|
|
Hidden
Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy.
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within.
A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.
If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
|
Hidden
Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy.
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within.
A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.
If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
|
|
Horde
|
Horde
|
|
Immune To Psychology
|
Immune To Psychology
|
|
Unbreakable
|
Unbreakable
|
|
Leader Of The Pack
Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
|
Leader Of The Pack
Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
|
|
Loner
|
Loner
|
|
Lore Of The Horned Rat
|
Lore Of The Horned Rat
|
|
Magic Resistance
|
Magic Resistance
|
|
Masses
|
Masses
|
|
Motley Crew
|
Motley Crew
|
|
Move Through Cover
|
Move Through Cover
|
|
Random Movement
|
Random Movement
|
|
Mutated Hides
Counts as Heavy armour
|
Mutated Hides
Counts as Heavy armour
|
|
Open Order
|
Open Order
|
|
Pavise
A pavise is a large, heavy shield, anchored to the ground by iron spikes.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
|
Pavise
A pavise is a large, heavy shield, anchored to the ground by iron spikes.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
|
|
Plague Censer
R S AP Special Rules
Plague censer Combat S+2 -1 Poisoned Attacks, Requires Two Hands
Notes: A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
|
Plague Censer
R S AP Special Rules
Plague censer Combat S+2 -1 Poisoned Attacks, Requires Two Hands
Notes: A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
|
|
Poisoned Wind Globes
R S AP Special Rules
Poisoned Wind globes 9" 2 - Move & Shoot, Poisoned Wind, Quick Shot
Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
|
Poisoned Wind Globes
R S AP Special Rules
Poisoned Wind globes 9" 2 - Move & Shoot, Poisoned Wind, Quick Shot
Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
|
|
Random Attacks
|
Random Attacks
|
|
Regeneration
|
Regeneration
|
|
Safe From Harm
Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
|
Safe From Harm
Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
|
|
Scurry Away
Wherever possible, Skaven prefer to run from danger rather than face it head-on.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
|
Scurry Away
Wherever possible, Skaven prefer to run from danger rather than face it head-on.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
|
|
Scurrying
|
Scurrying
|
|
Scurrying Masses
Although not brave by nature, Skaven find courage and discipline in large numbers.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
|
Scurrying Masses
Although not brave by nature, Skaven find courage and discipline in large numbers.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
|
|
Skirmishers
|
Skirmishers
|
|
Wizard
|
Wizard
|
|
Targeting Weapon Teams
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
|
Targeting Weapon Teams
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
|
|
Timmm-berrr!
|
Timmm-berrr!
|
|
Tolling the Bell
The tolling of a Screaming Bell declares the Horned Rat’s supremacy and fills the foe with dread.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
Tolling The Bell Table
2D6 Result
2 Magical Backlash: Every unit (friend or foe) that is within this model’s Command range suffers D3 Strength 4 hits, each with an AP of -2.
3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule.
7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model’s Command range may apply a +1 modifier to any Casting roll they make.
8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule.
10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
12 Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
|
Tolling the Bell
The tolling of a Screaming Bell declares the Horned Rat’s supremacy and fills the foe with dread.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
Tolling The Bell Table
2D6 Result
2 Magical Backlash: Every unit (friend or foe) that is within this model’s Command range suffers D3 Strength 4 hits, each with an AP of -2.
3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule.
7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model’s Command range may apply a +1 modifier to any Casting roll they make.
8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule.
10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
12 Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
|
|
Too Horrible To Die
Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality.
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-3, the beast wheezes its last breath and is removed from play.
• On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
• On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
|
Too Horrible To Die
Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality.
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-3, the beast wheezes its last breath and is removed from play.
• On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
• On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
|
|
Two Hand Weapons
|
Two Hand Weapons
|
|
Verminous Valour
Notorious cowards, Skaven leaders often prefer to lead from the back.
A character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
|
Verminous Valour
Notorious cowards, Skaven leaders often prefer to lead from the back.
A character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
|
|
Warp Lightning cannon
R S AP Special Rules
Warp Lightning cannon 8D6" * -3 Cumbersome, Lightning Strike, Move or Shoot
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
|
Warp Lightning cannon
R S AP Special Rules
Warp Lightning cannon 8D6" * -3 Cumbersome, Lightning Strike, Move or Shoot
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
|
|
Warplock Jezzail
R S AP Special Rules
Warplock jezzail 36" 6 -3 Cumbersome, Magical Attacks, Move or Shoot
Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.
|
Warplock Jezzail
R S AP Special Rules
Warplock jezzail 36" 6 -3 Cumbersome, Magical Attacks, Move or Shoot
Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.
|
|
Warpstone Claws
R S AP Special Rules
Warpstone claws Combat S -1 Armour Bane (1), Magical Attacks
|
Warpstone Claws
R S AP Special Rules
Warpstone claws Combat S -1 Armour Bane (1), Magical Attacks
|
|
Warpstone Tokens
|
Warpstone Tokens
|
|
Warpstone Weapons
|
Warpstone Weapons
|
|
Weapon Team Leadership
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
|
Weapon Team Leadership
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
|
|
Zzzzap!
As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.
|
Zzzzap!
As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.
|
| ZH | EN |
|---|
| ZH | EN |
|---|---|
|
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.
|
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.
|
|
Banner Of Verminous Scurrying
A great, skittering urgency fills those that scurry beneath this tattered banner.
A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.
|
Banner Of Verminous Scurrying
A great, skittering urgency fills those that scurry beneath this tattered banner.
A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.
|
|
Dwarf Hide Banner
Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies.
A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules.
|
Dwarf Hide Banner
Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies.
A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules.
|
|
Grand Banner Of Superiority
This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans.
When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.
|
Grand Banner Of Superiority
This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans.
When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.
|
|
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.
|
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.
|
|
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.
|
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.
|
|
Storm Banner
This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury.
Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier.
|
Storm Banner
This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury.
Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier.
|
|
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.
|
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.
|
|
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.
|
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.
|