Correspondence of translations with another language
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“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command.
This character and any unit they have joined automatically passes any Panic tests they are required to make.
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“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command.
This character and any unit they have joined automatically passes any Panic tests they are required to make.
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Halberd
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Halberd
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Fear
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Fear
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Crossbow
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Crossbow
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Warbow
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Warbow
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armour Bane
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Armour Bane
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Mixed Weapons
counts as two hand weapons and throwing weapons
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Mixed Weapons
counts as two hand weapons and throwing weapons
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Full plate armour
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Full plate armour
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Repeater Handgun
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Repeater Handgun
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Handgun
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Handgun
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Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges.
In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons:
• Blunderbuss
• Long rifle
• Repeating rifle
• Ball & chain
• Hooked halberd
• Man-catcher
During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed.
R S AP Special Rules
Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire
Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
R S AP Special Rules
Long rifle 36" 4 -1 Armour Bane (1), Cumbersome
Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character.
R S AP Special Rules
Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3)
R S AP Special Rules
Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last
R S AP Special Rules
Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands
R S AP Special Rules
Man-catcher Combat S -1 Killing Blow, Requires Two Hands
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Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges.
In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons:
• Blunderbuss
• Long rifle
• Repeating rifle
• Ball & chain
• Hooked halberd
• Man-catcher
During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed.
R S AP Special Rules
Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire
Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
R S AP Special Rules
Long rifle 36" 4 -1 Armour Bane (1), Cumbersome
Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character.
R S AP Special Rules
Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3)
R S AP Special Rules
Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last
R S AP Special Rules
Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands
R S AP Special Rules
Man-catcher Combat S -1 Killing Blow, Requires Two Hands
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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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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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Motley Crew
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Motley Crew
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Barding
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Barding
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Helstorm Rocket Battery
R S AP Special Rules
Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot
Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table.
Helstorm Rocket Battery Special Rules
Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:
1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.
2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn:
• If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled.
• If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero).
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
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Helstorm Rocket Battery
R S AP Special Rules
Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot
Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table.
Helstorm Rocket Battery Special Rules
Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:
1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.
2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn:
• If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled.
• If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero).
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
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Beast Reaver
R S AP Special Rules
Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks
Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
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Beast Reaver
R S AP Special Rules
Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks
Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
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Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery.
Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
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Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery.
Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
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Shield
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Shield
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Brace of pistol
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Brace of pistol
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Helblaster Volley Gun
R S AP Special Rules
Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot
Notes: This weapon uses the Black Powder Misfire table.
Helblaster Volley Gun Special Rules
Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
• If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
• If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
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Helblaster Volley Gun
R S AP Special Rules
Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot
Notes: This weapon uses the Black Powder Misfire table.
Helblaster Volley Gun Special Rules
Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
• If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
• If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
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Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon.
R S AP Special Rules
Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon.
R S AP Special Rules
Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Fast Cavalry
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Fast Cavalry
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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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Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists:
• Dwarfen Mountain Holds
• Empire of Man
Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
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Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists:
• Dwarfen Mountain Holds
• Empire of Man
Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
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Close Order
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Close Order
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Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire.
This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire.
This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle.
If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
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Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle.
If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
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Levies
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Levies
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Counter Charge
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Counter Charge
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Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam.
R S AP Special Rules
Steam gun N/A 2 N/A Breath Weapon
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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Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam.
R S AP Special Rules
Steam gun N/A 2 N/A Breath Weapon
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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Killing Blow
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Killing Blow
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Rallying Cry
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Rallying Cry
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Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt.
Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
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Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt.
Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
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Detachment
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Detachment
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Stubborn
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Stubborn
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Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe.
Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
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Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe.
Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
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Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
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Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
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Terror
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Terror
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Swiftstride
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Swiftstride
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Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire.
Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
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Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire.
Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
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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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Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands.
All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
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Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands.
All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
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Fly
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Fly
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Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
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Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
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Great cannon
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Great cannon
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Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther.
Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
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Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther.
Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
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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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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste.
Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste.
Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Serrated maw
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Serrated maw
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Hatred
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Hatred
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Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks.
Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
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Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks.
Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
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Horde
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Horde
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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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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Judgement
R S AP Special Rules
Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
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Judgement
R S AP Special Rules
Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
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The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow.
The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
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The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow.
The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
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Magic Resistance
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Magic Resistance
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Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies.
If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
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Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies.
If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
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Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy.
Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
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Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy.
Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
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Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders.
In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
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Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders.
In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
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Mercenaries
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Mercenaries
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Mortar
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Mortar
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Move Through Cover
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Move Through Cover
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Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice.
Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army:
• The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules.
• The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules.
• The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules.
• The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
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Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice.
Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army:
• The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules.
• The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules.
• The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules.
• The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
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Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns.
Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy):
• A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• Each unit of State Troops or Veteran State Troops must be equipped with halberds.
• Each detachment of State Missile Troops must be equipped with handguns.
• A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields.
• Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
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Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns.
Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy):
• A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• Each unit of State Troops or Veteran State Troops must be equipped with halberds.
• Each detachment of State Missile Troops must be equipped with handguns.
• A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields.
• Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
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Open Order
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Open Order
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Pistol
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Pistol
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Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot.
To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
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Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot.
To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
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Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest.
During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
• Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.
• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.
*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest.
During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
• Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.
• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.
*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl.
A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
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Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl.
A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
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Regimental Unit
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Regimental Unit
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew!
If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:
• Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound.
• Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn.
However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
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Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew!
If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:
• Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound.
• Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn.
However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
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Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield.
The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".
Note that, if this model is your General, it has a Command range of 18" as normal.
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Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield.
The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".
Note that, if this model is your General, it has a Command range of 18" as normal.
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Veteran
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Veteran
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Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
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Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city.
The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
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The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city.
The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
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Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
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Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
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Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
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Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
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Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem.
A unit carrying the Icon of Morr gains the Fear special rule.
If they already have the Fear special rule, they instead gain the Terror special rule.
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Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem.
A unit carrying the Icon of Morr gains the Fear special rule.
If they already have the Fear special rule, they instead gain the Terror special rule.
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The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test.
Note that a Break test is not a Leadership test.
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The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test.
Note that a Break test is not a Leadership test.
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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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Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand.
A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
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Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand.
A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
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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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