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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Halberd
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Halberd
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Ambushers
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Ambushers
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Fear
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Fear
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Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
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Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
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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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Ensorcelled Weapons
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
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
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
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
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
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
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
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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Mutated weapon
counts as hand weapons
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Mutated weapon
counts as hand weapons
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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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Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
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Magical Attacks
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Magical Attacks
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Stomp Attacks
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Stomp Attacks
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Bonegrinder Giant Attacks
Bonegrinder 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, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’:
- Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’.
- Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’.
- Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’.
Bonegrinder Giant Attacks Table
D6 Little Things Big Things Bigger Things
1-2 Crush Underfoot Crush Underfoot Wallop
3-4 Grind its Bones Vomit Mighty Swing
5-6 Vomit Mighty Swing ’Eadbutt
Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") 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 -3.
’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.
The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test:
- Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty.
- Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed.
Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over 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 Strength 5 hit with an AP of -2.
Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
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Bonegrinder Giant Attacks
Bonegrinder 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, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’:
- Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’.
- Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’.
- Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’.
Bonegrinder Giant Attacks Table
D6 Little Things Big Things Bigger Things
1-2 Crush Underfoot Crush Underfoot Wallop
3-4 Grind its Bones Vomit Mighty Swing
5-6 Vomit Mighty Swing ’Eadbutt
Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") 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 -3.
’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.
The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test:
- Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty.
- Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed.
Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over 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 Strength 5 hit with an AP of -2.
Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
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Impact Hits
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Impact Hits
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Vanguard
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Vanguard
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Warband
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Warband
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Barding
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Barding
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Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
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Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
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Bonegrinder Giant's club
R S AP Special Rules
Combat * * *
Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
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Bonegrinder Giant's club
R S AP Special Rules
Combat * * *
Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
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Shield
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Shield
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Breath of Change
Galrauch opens his maws and unleashes a wave of chaotic energy so potent that it warps and twists even the most resolute warriors into otherworldly abominations.
Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch’s base edge anywhere along its front arc. The template must lie entirely within Galrauch’s vision arc. Any model whose base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test:
- If the test is failed, the model is overwhelmed by the warping power of Chaos and is immediately removed from play as a casualty.
- If the test is passed, they are able to fend off the onslaught of chaotic energy. The attack has no effect.
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Breath of Change
Galrauch opens his maws and unleashes a wave of chaotic energy so potent that it warps and twists even the most resolute warriors into otherworldly abominations.
Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch’s base edge anywhere along its front arc. The template must lie entirely within Galrauch’s vision arc. Any model whose base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test:
- If the test is failed, the model is overwhelmed by the warping power of Chaos and is immediately removed from play as a casualty.
- If the test is passed, they are able to fend off the onslaught of chaotic energy. The attack has no effect.
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Flammable
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Flammable
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Caged Fury
The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
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Caged Fury
The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Fast Cavalry
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Fast Cavalry
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Chainmaker
Those who find themselves as Frydaal’s captives know that their banners will decorate the prow of her ship and the luckiest amongst them will spend the rest of their days rowing its oars.
Any enemy standard captured by Frydaal or any unit she has joined is worth 100 Victory Points as a trophy of war.
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Chainmaker
Those who find themselves as Frydaal’s captives know that their banners will decorate the prow of her ship and the luckiest amongst them will spend the rest of their days rowing its oars.
Any enemy standard captured by Frydaal or any unit she has joined is worth 100 Victory Points as a trophy of war.
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, 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 is improved by the current Rank Bonus of its unit.
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Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, 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 is improved by the current Rank Bonus of its unit.
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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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Commander & Captain
Even before falling to the darkness of the Chaos gods, Frydaal was a renowned sea captain, both feared and respected in equal measure.
Unless she is fleeing, friendly units of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain a +1 modifier to their Leadership characteristic whilst within Frydaal’s Command range (to a maximum of 10).
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Commander & Captain
Even before falling to the darkness of the Chaos gods, Frydaal was a renowned sea captain, both feared and respected in equal measure.
Unless she is fleeing, friendly units of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain a +1 modifier to their Leadership characteristic whilst within Frydaal’s Command range (to a maximum of 10).
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Counter Charge
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Counter Charge
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Killing Blow
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Killing Blow
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Rallying Cry
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Rallying Cry
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Daemonic hooves
counts as hand weapon
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Daemonic hooves
counts as hand weapon
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Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
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Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
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Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
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Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
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Stubborn
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Stubborn
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Doomfire
R S AP Special Rules
Doomfire 12-60" 5 (10) -2 (-5) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Hellcannon 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.
Hellcannon Misfire Table
D6 Result
1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty.
2-4 Chomp! The Hellcannon’s handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon’s Chaos Dwarf Handlers.
5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase.
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Doomfire
R S AP Special Rules
Doomfire 12-60" 5 (10) -2 (-5) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Hellcannon 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.
Hellcannon Misfire Table
D6 Result
1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty.
2-4 Chomp! The Hellcannon’s handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon’s Chaos Dwarf Handlers.
5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase.
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Two-headed Dragon
The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas.
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
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Two-headed Dragon
The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas.
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
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Handler
Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts.
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
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Handler
Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts.
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
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Terror
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Terror
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Explosive Demise
On the rare occasion that one of these mighty beasts is slain, it engulfs the surrounding area in scorching-hot warpfire.
When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.
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Explosive Demise
On the rare occasion that one of these mighty beasts is slain, it engulfs the surrounding area in scorching-hot warpfire.
When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.
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Swiftstride
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Swiftstride
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Fire & Chaos
Thanks to their consumption of vast amounts of warpstone and natural affinity to flame, Warpfire Dragons have an innate resistance to any magic or fire that might be used to bring them down.
Warpfire Dragons have a 5+ Ward save against any wounds suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.
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Fire & Chaos
Thanks to their consumption of vast amounts of warpstone and natural affinity to flame, Warpfire Dragons have an innate resistance to any magic or fire that might be used to bring them down.
Warpfire Dragons have a 5+ Ward save against any wounds suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.
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Fire & Flee
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Fire & Flee
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First Charge
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First Charge
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Flailing appendage
counts as hand weapons
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Flailing appendage
counts as hand weapons
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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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Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
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Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
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Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
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Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
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Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
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Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
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Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
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Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
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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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Gnashing Maws
R S AP Special Rules
Gnashing maws Combat S -2 Strikes Last
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
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Gnashing Maws
R S AP Special Rules
Gnashing maws Combat S -2 Strikes Last
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
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Goring horns
counts as a hand weapon
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Goring horns
counts as a hand weapon
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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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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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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Loner
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Loner
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Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
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Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
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Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
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Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
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Magic Resistance
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Magic Resistance
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Mark Of Chaos Undivided
Many warriors from the cold North worship the Gods of Chaos as a pantheon, favouring no one deity above the others.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
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Mark Of Chaos Undivided
Many warriors from the cold North worship the Gods of Chaos as a pantheon, favouring no one deity above the others.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
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Mark Of Tzeentch
Those who bear the ever-burning Mark of Tzeentch have a natural capacity to manipulate magic and unbind the weak spells of mere conjurors.
Models with the Mark of Tzeentch have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
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Mark Of Tzeentch
Those who bear the ever-burning Mark of Tzeentch have a natural capacity to manipulate magic and unbind the weak spells of mere conjurors.
Models with the Mark of Tzeentch have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
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Marks Of Chaos
Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see.
Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god:
• A model cannot have more than one Mark of Chaos.
• All models within a unit must have the same Mark of Chaos.
• A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark.
• A character with the Mark of Chaos Undivided can join any unit as normal.
Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one).
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Marks Of Chaos
Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see.
Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god:
• A model cannot have more than one Mark of Chaos.
• All models within a unit must have the same Mark of Chaos.
• A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark.
• A character with the Mark of Chaos Undivided can join any unit as normal.
Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one).
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Mercenaries
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Mercenaries
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Monster Handlers
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Monster Handlers
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Move Through Cover
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Move Through Cover
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Random Movement
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Random Movement
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Shieldwall
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Shieldwall
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Rampant Mutation
Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
Rampant Mutation Table
D6 Result
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
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Rampant Mutation
Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
Rampant Mutation Table
D6 Result
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
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Open Order
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Open Order
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The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
from Beastmen Brayherds
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The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
from Beastmen Brayherds
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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Peerless Raider
Frydaal has raided the coastlines of the Empire and Kislev for many seasons and is second to none when it comes to orchestrating lightning-fast strikes along the Old World’s northern shores.
0-1 unit of Chaos Marauders or Marauder Horsemen in the same muster list as Frydaal may have the Ambushers special rule for free. In addition, if Frydaal is your General, you may apply a +1 or -1 modifier to the result when rolling to determine if she or any unit of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls or Marauder Tribe Berserkers with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
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Peerless Raider
Frydaal has raided the coastlines of the Empire and Kislev for many seasons and is second to none when it comes to orchestrating lightning-fast strikes along the Old World’s northern shores.
0-1 unit of Chaos Marauders or Marauder Horsemen in the same muster list as Frydaal may have the Ambushers special rule for free. In addition, if Frydaal is your General, you may apply a +1 or -1 modifier to the result when rolling to determine if she or any unit of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls or Marauder Tribe Berserkers with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
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Random Attacks
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Random Attacks
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Regeneration
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Regeneration
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Skirmishers
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Skirmishers
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Slashing Talons
R S AP Special Rules
Slashing talons Combat S -1 -
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Slashing Talons
R S AP Special Rules
Slashing talons Combat S -1 -
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Wizard
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Wizard
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Spirit of Galrauch
Though Galrauch fell to the powers of Chaos long ago, the indomitable spirit of the ancient Dragon still lingers deep within his warped body, desperately fighting to regain control for even the briefest moments.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch’s spirit rebels from within. Whilst Galrauch’s spirit is rebelling:
- His Level of Wizardry is reduced to 1 and he can only cast one spell per turn.
- He becomes subject to the Random Movement (2D6) special rule.
- If he is engaged in combat, he must direct D3 of his attacks against himself (rounding any fractions down). Any wounds that Galrauch causes against himself are added to the enemy’s combat result score.
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Spirit of Galrauch
Though Galrauch fell to the powers of Chaos long ago, the indomitable spirit of the ancient Dragon still lingers deep within his warped body, desperately fighting to regain control for even the briefest moments.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch’s spirit rebels from within. Whilst Galrauch’s spirit is rebelling:
- His Level of Wizardry is reduced to 1 and he can only cast one spell per turn.
- He becomes subject to the Random Movement (2D6) special rule.
- If he is engaged in combat, he must direct D3 of his attacks against himself (rounding any fractions down). Any wounds that Galrauch causes against himself are added to the enemy’s combat result score.
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Storm’s Wrath
R S AP Special Rules
Storm’s Wrath Combat S+2 -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands
Notes: Storm’s Wrath’s Strength modifier applies only during the first round of combat.
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Storm’s Wrath
R S AP Special Rules
Storm’s Wrath Combat S+2 -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands
Notes: Storm’s Wrath’s Strength modifier applies only during the first round of combat.
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Stupidity
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Stupidity
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Timmm-berrr!
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Timmm-berrr!
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Troll vomit
R: Combat
S: 3
AP: -2
Special Rules: -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
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Troll vomit
R: Combat
S: 3
AP: -2
Special Rules: -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
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Two-headed Dragon
The twin maws of the Great Drake breathe death upon their foes; one exhaling dark flames whilst the other emits corrosive gas.
Galrauch may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
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Two-headed Dragon
The twin maws of the Great Drake breathe death upon their foes; one exhaling dark flames whilst the other emits corrosive gas.
Galrauch may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
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Warp-spawned
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Warp-spawned
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Warpfire Aura
These ancient beings exude an aura of baleful radiation that sunders even the most potent magical wards.
Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.
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Warpfire Aura
These ancient beings exude an aura of baleful radiation that sunders even the most potent magical wards.
Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.
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Warpfire Blast
R S AP Special Rules
Warpfire Blast 6"-24" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Warpfire Blast
R S AP Special Rules
Warpfire Blast 6"-24" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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| ZH | EN |
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| ZH | EN |
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner of Rage
Sewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
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Banner of Rage
Sewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
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Banner Of The Dark Powers
Pulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule
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Banner Of The Dark Powers
Pulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule
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Banner of the Gods
Forged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
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Banner of the Gods
Forged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
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Blasted Standard
The Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
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Blasted Standard
The Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
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Doom Totem
A collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
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Doom Totem
A collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
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Icon Of Darkness
This accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier
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Icon Of Darkness
This accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier
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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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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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