Correspondence of translations with another language
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Halberd
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Halberd
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Ambushers
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Ambushers
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Shortbow
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Shortbow
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Warbow
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Warbow
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armoured Hide
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Armoured Hide
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Stomp Attacks
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Stomp Attacks
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Poisoned Attacks
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Poisoned Attacks
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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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Banner Of The King
A Monarch’s personal icon is often carried into battle by a trusted Royal Herald.
A Royal Herald that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 153). If a unit is affected by both, use the highest value.
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Banner Of The King
A Monarch’s personal icon is often carried into battle by a trusted Royal Herald.
A Royal Herald that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 153). If a unit is affected by both, use the highest value.
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Bone Carapace
counts as heavy armour
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Bone Carapace
counts as heavy armour
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Shield
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Shield
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Flammable
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Flammable
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Cavalry Spear
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Cavalry Spear
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Close Order
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Close Order
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Killing Blow
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Killing Blow
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Detachment
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Detachment
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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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Scouts
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Scouts
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Terror
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Terror
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Swiftstride
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Swiftstride
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Fly
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Fly
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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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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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Horde
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Horde
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Howdah
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Howdah
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary 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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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary 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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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Lashing tail
counts as hand weapons
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Lashing tail
counts as hand weapons
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Loner
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Loner
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Magic Resistance
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Magic Resistance
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Venomous bites and stings
counts as hand weapons
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Venomous bites and stings
counts as hand weapons
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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Open Order
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Open Order
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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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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Reserve Move
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Reserve Move
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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Timmm-berrr!
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Timmm-berrr!
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Whip
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Whip
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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 The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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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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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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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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