The Empire Of Man - Knightly Order

The Empire Of Man - Knightly Order

Correspondence of translations with another language

军队使用的规则和装备

ZH EN
“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.
“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.
Fear
Fear
Crossbow
Crossbow
Warbow
Warbow
Great Weapon
Great Weapon
Hand Weapon
Hand Weapon
Light armour
Light armour
Heavy armour
Heavy armour
Mixed Weapons
counts as two hand weapons and throwing weapons
Mixed Weapons
counts as two hand weapons and throwing weapons
Full plate armour
Full plate armour
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
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
Magical Attacks
Magical Attacks
Stomp Attacks
Stomp Attacks
Impact Hits
Impact Hits
Vanguard
Vanguard
Warband
Warband
Barding
Barding
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.
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.
Blessings Of Ulric
Members of the Teutogen Guard are fierce devotees of Ulric and carry wards blessed by his priests. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Blessings Of Ulric
Members of the Teutogen Guard are fierce devotees of Ulric and carry wards blessed by his priests. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Drilled
Drilled
Shield
Shield
Brace of pistol
Brace of pistol
Fast Cavalry
Fast Cavalry
Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number. When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number. When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
Close Order
Close Order
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.
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.
Levies
Levies
Counter Charge
Counter Charge
Killing Blow
Killing Blow
Rallying Cry
Rallying Cry
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.
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.
Detachment
Detachment
Stubborn
Stubborn
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.
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.
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.
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.
Terror
Terror
Swiftstride
Swiftstride
Fanatical Zeal
Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers. As a result, few are willing to fight amongst their ranks. A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar. However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit. Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.
Fanatical Zeal
Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers. As a result, few are willing to fight amongst their ranks. A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar. However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit. Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.
Feel No Pain
Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy. A model with this special rule has: • A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. • A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher.
Feel No Pain
Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy. A model with this special rule has: • A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. • A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher.
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.
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.
Fire & Flee
Fire & Flee
First Charge
First Charge
flail
flail
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.
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.
Fly
Fly
Furious Charge
Furious Charge
Guardians Of The Wolf Priests
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Teutogen Guard as a Special choice per Warrior Priest of Ulric it includes.
Guardians Of The Wolf Priests
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Teutogen Guard as a Special choice per Warrior Priest of Ulric it includes.
Great cannon
Great cannon
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.
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.
Large Target
Large Target
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Griffonic pelt
counts as a heavy armour
Griffonic pelt
counts as a heavy armour
Serrated maw
Serrated maw
Hatred
Hatred
Horde
Horde
Immune To Psychology
Immune To Psychology
Impetuous
Impetuous
Unbreakable
Unbreakable
Iron-shod Hooves
counts as a hand weapon
Iron-shod Hooves
counts as a hand weapon
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
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.
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.
Magic Resistance
Magic Resistance
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.
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.
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.
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.
Wolf Hammer
R S AP Special Rules Wolf hammer Combat S+1 -2 Requires Two Hands Notes: If the wielder of a wolf hammer uses it during a turn in which they made a charge move of 3" or more, they have a +2 modifier to their Strength characteristic, rather than the usual +1.
Wolf Hammer
R S AP Special Rules Wolf hammer Combat S+1 -2 Requires Two Hands Notes: If the wielder of a wolf hammer uses it during a turn in which they made a charge move of 3" or more, they have a +2 modifier to their Strength characteristic, rather than the usual +1.
Mortar
Mortar
Move Through Cover
Move Through Cover
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.
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.
Open Order
Open Order
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.
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.
Prayer Of The Damned
Driven even further into despair by the doom-laden words of the Prayer of the Damned, Flagellant warbands shrug off even the most grievous of wounds. During the Command sub-phase of their turn, this character may attempt to chant the Prayer of the Damned 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: • A 6+ Ward save against any wounds suffered. • A 5+ Ward save against any wounds suffered that were caused in combat by an enemy with the Fear or Terror special rules.
Prayer Of The Damned
Driven even further into despair by the doom-laden words of the Prayer of the Damned, Flagellant warbands shrug off even the most grievous of wounds. During the Command sub-phase of their turn, this character may attempt to chant the Prayer of the Damned 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: • A 6+ Ward save against any wounds suffered. • A 5+ Ward save against any wounds suffered that were caused in combat by an enemy with the Fear or Terror special rules.
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.
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.
Prayers Of Ulric
The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings. During the Command sub-phase of their turn, this character may attempt to invoke Ulric’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: • Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’. • Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6. • Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule. *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.
Prayers Of Ulric
The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings. During the Command sub-phase of their turn, this character may attempt to invoke Ulric’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: • Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’. • Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6. • Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule. *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.
Regimental Unit
Regimental Unit
Skirmishers
Skirmishers
Wizard
Wizard
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.
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.
Veteran
Veteran
Zealot
Flagellant warbands welcome those fanatics who preach of the imminent apocalypse into their midst. A character with this special rule can only join a unit with the Fanatical Zeal special rule.
Zealot
Flagellant warbands welcome those fanatics who preach of the imminent apocalypse into their midst. A character with this special rule can only join a unit with the Fanatical Zeal special rule.

军队可用的魔法物品

ZH EN

军队可用的魔法旗帜

ZH EN
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.
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.
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.
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.
Banner Of The Knights Panther
The honour of bearing the heirloom banner of the Knights Panther into battle is known to only a few courageous individuals. Battle Standard Bearer belonging to the Order of the Knights Panther only. A unit carrying the Banner of the Knights Panther gains the Unbreakable special rule.
Banner Of The Knights Panther
The honour of bearing the heirloom banner of the Knights Panther into battle is known to only a few courageous individuals. Battle Standard Bearer belonging to the Order of the Knights Panther only. A unit carrying the Banner of the Knights Panther gains the Unbreakable special rule.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

军队的单位

ZH EN
Harald Gemunsen
Grand Master Of The Knights Panther
Harald Gemunsen
Grand Master Of The Knights Panther
General Hans Von Löwenhacke
General Hans Von Löwenhacke
Harbingers Of Doom
Harbingers Of Doom
Barded warhorse
Barded warhorse
Empire warhorse
Empire warhorse
Pegasus
Pegasus
Demigryph
Demigryph
Griffon
Griffon
Imperial Griffon
Imperial Griffon
Master Mage
Master Mage
Grand Master
Grand Master
Wizard Lord
Wizard Lord
Master Mage
Master Mage
Chapter Master
Chapter Master
Witch Hunter
Witch Hunter
Lector of Sigmar
Lector of Sigmar
War Alter of Sigmar
War Alter of Sigmar
Priest of Sigmar
Priest of Sigmar
High Priest of Ulric
High Priest of Ulric
Priest of Ulric
Priest of Ulric
Empire War Wagons
Empire War Wagons
Empire Archers
Empire Archers
Empire Knights
Empire Knights
Inner Circle Knights
Inner Circle Knights
Free Company Militia
Free Company Militia
State Troops
State Troops
Veteran State Troops
Veteran State Troops
State Missile Troops
State Missile Troops
Inner Circle Knights
Inner Circle Knights
Great Cannon
Great Cannon
Mortar
Mortar
Teutogen Guard
Teutogen Guard
Demigryph Knights
Demigryph Knights
Pistoliers
Pistoliers
Flagellants
Flagellants
Empire Knights
Empire Knights
Inner Circle Knights
Inner Circle Knights