Correspondence of translations with another language
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy.
During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
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“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy.
During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
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“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
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“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
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Ambushers
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Ambushers
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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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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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
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. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
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. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Armoured Fuselage
counts as full plate armour
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Armoured Fuselage
counts as full plate armour
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Full plate armour
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Full plate armour
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Handgun
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Handgun
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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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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Motley Crew
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Motley Crew
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Bolt thrower
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Bolt thrower
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Shield
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Shield
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Cannon
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Cannon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom.
At the end of the battle, a Doomseeker that has been slain is worth no Victory Points.
However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom.
At the end of the battle, a Doomseeker that has been slain is worth no Victory Points.
However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Clattergun
R S AP Special Rules
Clattergun 24" 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
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Clattergun
R S AP Special Rules
Clattergun 24" 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
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Close Order
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Close Order
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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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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Stubborn
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Stubborn
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Scouts
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Scouts
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Extended Formation
Ranging far and wide above the mountain peaks, units of Scout Gyrocopters adopt an extended formation, the better to scour the landscape for the movements of the enemy.
Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
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Extended Formation
Ranging far and wide above the mountain peaks, units of Scout Gyrocopters adopt an extended formation, the better to scour the landscape for the movements of the enemy.
Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
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Swiftstride
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Swiftstride
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Goblin-hewer
R S AP Special Rules
Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom
Notes: This weapon uses the Stone Thrower Misfire table.
Goblin-Hewer Special Rules
Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier:
Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc.
Per file, if the Goblin-hewer lies in the unit’s flank arc.
However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
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Goblin-hewer
R S AP Special Rules
Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom
Notes: This weapon uses the Stone Thrower Misfire table.
Goblin-Hewer Special Rules
Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier:
Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc.
Per file, if the Goblin-hewer lies in the unit’s flank arc.
However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
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Fire & Flee
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Fire & Flee
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Fire thrower
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Fire thrower
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First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes.
This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes.
This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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Fly
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Fly
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Furnace Hammer
R S AP Special Rules
Furnace hammer Combat * -2 Flaming Attacks
Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
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Furnace Hammer
R S AP Special Rules
Furnace hammer Combat * -2 Flaming Attacks
Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
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Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron.
R S AP Special Rules
Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks
Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
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Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron.
R S AP Special Rules
Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks
Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
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Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe.
Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
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Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe.
Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
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Hatred
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Hatred
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Hit & Run
Scout Gyrocopters appear from nowhere, descending quickly from the skies or emerging unexpectedly from behind dense terrain, to strike at the enemy before vanishing again.
Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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Hit & Run
Scout Gyrocopters appear from nowhere, descending quickly from the skies or emerging unexpectedly from behind dense terrain, to strike at the enemy before vanishing again.
Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy.
Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
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Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy.
Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
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Immune To Psychology
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Immune To Psychology
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Unbreakable
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Unbreakable
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Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges.
Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
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Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges.
Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
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Iron-Shod Hoove
counts as hand weapons
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Iron-Shod Hoove
counts as hand weapons
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King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard.
Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army:
Daemon Slayers and Dragon Slayers may be taken as Character choices
0-1 unit of Slayers per 1,000 points may be taken as a Core choice
0-4 Doomseekers per 1,000 points may be taken as Special choices
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King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard.
Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army:
Daemon Slayers and Dragon Slayers may be taken as Character choices
0-1 unit of Slayers per 1,000 points may be taken as a Core choice
0-4 Doomseekers per 1,000 points may be taken as Special choices
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The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles.
The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
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The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles.
The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
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The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor.
The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor.
The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.
R S AP Special Rules
The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
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The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.
R S AP Special Rules
The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
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The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done.
During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
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The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done.
During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
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Whirling Blades Of Death
counts as a hand weapon
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Whirling Blades Of Death
counts as a hand weapon
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Lightly Armoured Fuselage
counts as heavy armour
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Lightly Armoured Fuselage
counts as heavy armour
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Loner
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Loner
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Magic Resistance
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Magic Resistance
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Open Order
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Open Order
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Rivet Gun
R S AP Special Rules
Rivet gun 10" 3 -2 Armour Bane (1)
Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
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Rivet Gun
R S AP Special Rules
Rivet gun 10" 3 -2 Armour Bane (1)
Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
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Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
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Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
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Random Attacks
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Random Attacks
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Skirmishers
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Skirmishers
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Stone thrower
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Stone thrower
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Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs.
Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs.
Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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| ZH | EN |
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| ZH | EN |
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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