Correspondence of translations with another language
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Ambushers
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Ambushers
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Fear
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Fear
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Hand Weapon
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Hand Weapon
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Plate armour
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Plate armour
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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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Throwing Weapons
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Throwing Weapons
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Armour Bane
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Armour Bane
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Armoured Hide
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Armoured Hide
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Full plate armour
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Full plate armour
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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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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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Warband
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Warband
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Motley Crew
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Motley Crew
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Drilled
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Drilled
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Bolt thrower
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Bolt thrower
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Shield
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Shield
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Cavalry Spear
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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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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Levies
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Levies
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Counter Charge
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Counter Charge
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Rallying Cry
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Rallying Cry
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Detachment
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Detachment
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Stubborn
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Stubborn
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Doomfire
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Doomfire
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Terror
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Terror
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Evasive
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Evasive
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Swiftstride
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Swiftstride
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Fire & Flee
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Fire & Flee
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Fire thrower
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Fire thrower
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First Charge
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First Charge
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Fly
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Fly
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Furious Charge
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Furious Charge
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Large Target
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Large Target
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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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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Horde
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Horde
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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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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Unstable
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Unstable
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Loner
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Loner
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Magic Resistance
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Magic Resistance
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Open Order
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Open Order
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Rage
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Rage
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Regeneration
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Regeneration
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Regimental Unit
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Regimental Unit
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Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
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Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
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Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
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Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
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Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
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Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Two Hand Weapons
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Two Hand Weapons
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Veteran
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Veteran
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Warp-spawned
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Warp-spawned
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Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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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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The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
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The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
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Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
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Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies 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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Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
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Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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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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