Correspondence of translations with another language
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*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. 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.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
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*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. 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.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
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*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
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*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
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Ambushers
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Ambushers
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Fear
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Fear
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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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Armoured Hide
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Armoured Hide
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Flaming Attacks
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Flaming Attacks
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Stomp Attacks
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Stomp Attacks
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Impact Hits
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Impact Hits
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Blessings Of The Volcano God
Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive.
A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Blessings Of The Volcano God
Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive.
A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Flammable
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Flammable
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Bull Charge
The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone.
Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
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Bull Charge
The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone.
Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Cannon Of The Sky-Titans
A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited.
Cannon of the Sky-Titans R S AP Special Rules
Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table.
Ironblaster Misfire Table
D6 Result
1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly.
The model is destroyed and immediately removed from play.
2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it
useless. The model cannot shoot with this weapon for the remainder of the game.
4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in
the mechanism. The model does not shoot this turn and cannot shoot with this
weapon during the next round.
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Cannon Of The Sky-Titans
A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited.
Cannon of the Sky-Titans R S AP Special Rules
Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table.
Ironblaster Misfire Table
D6 Result
1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly.
The model is destroyed and immediately removed from play.
2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it
useless. The model cannot shoot with this weapon for the remainder of the game.
4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in
the mechanism. The model does not shoot this turn and cannot shoot with this
weapon during the next round.
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Chill Breath
R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
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Chill Breath
R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Close Order
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Horns Of Stone
R S AP Special Rules
Horns of stone Combat S -2 -
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Horns Of Stone
R S AP Special Rules
Horns of stone Combat S -2 -
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Running With The Pack
Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey.
A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
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Running With The Pack
Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey.
A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
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Distensible Jaw
R S AP Special Rules
Distensible jaw Combat S - Killing Blow
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Distensible Jaw
R S AP Special Rules
Distensible jaw Combat S - Killing Blow
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Scouts
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Scouts
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Terror
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Terror
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Swiftstride
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Swiftstride
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First Charge
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First Charge
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Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks
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Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks
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Frenzy
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Frenzy
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Frozen pelt
counts as heavy armour
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Frozen pelt
counts as heavy armour
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Giant’s Club
R S AP Special Rules
Giant’s club Combat * * *
Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
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Giant’s Club
R S AP Special Rules
Giant’s club Combat * * *
Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
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Large Target
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Large Target
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Great Tusks
R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)
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Great Tusks
R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)
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Great Throwing Spear
R S AP Special Rules
Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character
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Great Throwing Spear
R S AP Special Rules
Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character
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Grimfrost Weapon
R S AP Special Rules
Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks
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Grimfrost Weapon
R S AP Special Rules
Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks
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Harpoon Launcher
A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape.
R S AP Special Rules
Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous
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Harpoon Launcher
A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape.
R S AP Special Rules
Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous
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Horde
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Horde
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Howdah
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Howdah
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Unbreakable
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Unbreakable
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Largely Insignificant
No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter.
Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
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Largely Insignificant
No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter.
Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
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Leadbelcher Gun
R S AP Special Rules
Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2)
Scatter shot 18" 3 - Armour Bane (1)
Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
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Leadbelcher Gun
R S AP Special Rules
Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2)
Scatter shot 18" 3 - Armour Bane (1)
Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
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Loner
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Loner
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Lore Of The Great Maw
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Lore Of The Great Maw
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Monstrous Tusks
Weapon R S AP Special Rules
Monstrous tusks Combat S -1 Armour Bane (1)
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Monstrous Tusks
Weapon R S AP Special Rules
Monstrous tusks Combat S -1 Armour Bane (1)
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Motley Crew
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Motley Crew
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Mournfang Charge
Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Mournfang Charge
Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
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Move Through Cover
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Move Through Cover
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Numbing Chill
The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there.
Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
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Numbing Chill
The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there.
Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
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Open Order
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Open Order
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Petrified Flesh
counts as full plate armour
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Petrified Flesh
counts as full plate armour
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Ravenous Hunger
When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood.
When a Gorger declares a charge, it may re-roll its Charge roll.
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Ravenous Hunger
When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood.
When a Gorger declares a charge, it may re-roll its Charge roll.
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Regeneration
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Regeneration
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Scraplauncher Catapult
Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy.
R S AP Special Rules
Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Scraplauncher Catapult Misfire Table
D6 Result
1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The
model is destroyed and immediately removed from play.
2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two.
The model cannot shoot with this weapon for the remainder of the game.
4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up.
The model does not shoot this turn and cannot shoot with this weapon during the next round
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Scraplauncher Catapult
Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy.
R S AP Special Rules
Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Scraplauncher Catapult Misfire Table
D6 Result
1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The
model is destroyed and immediately removed from play.
2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two.
The model cannot shoot with this weapon for the remainder of the game.
4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up.
The model does not shoot this turn and cannot shoot with this weapon during the next round
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Sharp Stuff
counts as hand weapons and throwing weapons
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Sharp Stuff
counts as hand weapons and throwing weapons
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Stone Skeleton
A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock.
This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
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Stone Skeleton
A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock.
This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
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Thunderous Charge
The ground trembles and shakes beneath the thunderous charge of a Stonehorn.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Thunderous Charge
The ground trembles and shakes beneath the thunderous charge of a Stonehorn.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Timmm-berrr!
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Timmm-berrr!
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Traps & Snares
Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close.
Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.
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Traps & Snares
Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close.
Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.
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Tusks And Horns
counts as a hand weapon
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Tusks And Horns
counts as a hand weapon
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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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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Bull Standard
The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it.
A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits.
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Bull Standard
The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it.
A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits.
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Cannibal Totem
The Cannibal Totem protects those who devour the strong in honour of the Great Maw.
A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
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Cannibal Totem
The Cannibal Totem protects those who devour the strong in honour of the Great Maw.
A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
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Dragonhide Banner
This tattered trophy of a vanquished dragon passes its former owner’s legendary ferocity onto its bearers.
A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
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Dragonhide Banner
This tattered trophy of a vanquished dragon passes its former owner’s legendary ferocity onto its bearers.
A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
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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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Rune Maw
Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic.
When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
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Rune Maw
Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic.
When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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