Ogre Kingdoms

Ogre Kingdoms

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
A single Ogre pistol
A single Ogre pistol
Ambushers
Ambushers
Hand weapon
Hand weapon
Great Weapon
Great Weapon
Throwing weapons
Throwing weapons
Light armour
Light armour
Heavy armour
Heavy armour
Natural Armour
Natural Armour
Flaming Attacks
Flaming Attacks
Giant Special Attacks
Giant Special Attacks
Aura of Frost
Aura of Frost
Beast Rider
Beast Rider
Been There, Done That
Been There, Done That
Blessings of the Volcano God
Blessings of the Volcano God
Hunting Beast
Hunting Beast
Scraplauncher catapult
Scraplauncher catapult
Cannon of the Sky-titans
Cannon of the Sky-titans
Leadbelcher Gun
Leadbelcher Gun
Cauldron of the Great Maw
Cauldron of the Great Maw
Chaintrap
Chaintrap
Earth-shattering Charge
Earth-shattering Charge
Ogre Charge
Ogre Charge
Running With The Pack
Running With The Pack
Fall Over
Fall Over
Thick-Skinned
Thick-Skinned
Killing Blow
Killing Blow
Paired weapon
Paired weapon
Easy Come, Easy Go
Easy Come, Easy Go
Motley Crew
Motley Crew
Everyone Has Their Price
Everyone Has Their Price
Fear
Fear
Fire Breath
Fire Breath
Flammable
Flammable
Frenzy
Frenzy
Numbing Chill
Numbing Chill
Golgfag's Maneaters
Golgfag's Maneaters
Large target
Large target
Great Gutgouger
Great Gutgouger
Great throwing spear
Great throwing spear
Harpoon Launcher
Harpoon Launcher
Hoardmaster
Hoardmaster
Immune To Poison
Immune To Poison
Impact Hits
Impact Hits
Unbreakable
Unbreakable
Insignifiants
Insignifiants
Overtyrant's Crown
Overtyrant's Crown
Their Master's Voice
Their Master's Voice
Sceptre of the Titans
Sceptre of the Titans
Loner
Loner
Swiftstride
Swiftstride
Sphere of Frost-wreathed Ice
Sphere of Frost-wreathed Ice
Stone Skeleton
Stone Skeleton
Stable
Stable
Stubborn
Stubborn
Terror
Terror
Wizard
Wizard

Magic Items usable by the army

DE EN
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Obsidian Amulet
The Obsidian Amulet grants the bearer Magic Resistance (2).
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Opal amulet
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Ruby ring of Ruin
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Arabyan carpet
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Destiny
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Fortune
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Armour of Silvered Steel
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Gambler's armour
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Glittering scales
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Trickster's shard
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Obsidian Trinket
The Obsidian Trinket grants Magic Resistance (1).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Wand of jet
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Earthing rod
One use only. If the wizard rolls on the miscast table he can re-roll the result.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Channeling staff
The Wizard adds +1 to all of his channeling attempts.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Staff of sorcery
The bearer receives a +1 bonus on attempts to dispel.
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Forbidden rod
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
Beastkiller
Beastkiller
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Berserker Sword
The bearer has the Frenzy special rule and can never lose his Frenzy.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Biting Blade
Close combat attacks made by the Biting Blade are Armour Piercing.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Book of Ashur
The bearer receives a +1 bonus on attempts to cast and dispel.
Spellshield
Shield. The bearer gains Magic Resistance (1).
Spellshield
Shield. The bearer gains Magic Resistance (1).
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Shield of Ptolos
Shield. The bearer has a 1+ armour save against shooting attacks.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Enchanted shield
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Charmed shield
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Brawlerguts
Brawlerguts
Giantbreaker
Giantbreaker
Siegebreaker
Siegebreaker
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Wizarding hat
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
Mawseeker
Mawseeker
Hellheart
Hellheart
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Crown of command
The bearer of the Crown of Command has the Stubborn special rule.
Dawnstone
The bearer re-rolls failed armour saves.
Dawnstone
The bearer re-rolls failed armour saves.
Deathcheater
Deathcheater
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dispell scroll
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonbane Gem
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Dragonhelm
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Sword of Battle
The wielder has +1 Attack.
Sword of Battle
The wielder has +1 Attack.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Striking
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Might
Close combat attacks made with this sword are resolved at +1 Strength.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Swift Slaying
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Sword of Strife
This wielder of the Sword of Strife has +2 Attacks.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Tormentor sword
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Relic sword
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Bloodshed
The wielder has +3 Attacks.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Sword of Anti-Hereos
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Spellthieving Sword
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Featherfoe Torc
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Feedback scroll
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fencer's Blades
Paired weapons. The bearer has Weapon Skill 10.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Fozzrik’s Folding Fortress
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building. If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Wallcrusher
Wallcrusher
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Gnoblar Thiefstone
Gnoblar Thiefstone
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Gold Sigil Sword
Attacks from the Gold Sigil Sword are made at Initiative 10.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Seed of Rebirth
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
Greedy Fist
Greedy Fist
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Healing Potion
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Helm of Discord
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Trickster's Helm
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Ironcurse Icon
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
Kineater
Kineater
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The other trickster's shard
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Obsidian Blade
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Shrieking blade
The bearer causes Fear.
Shrieking blade
The bearer causes Fear.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Ogre Blade
Close combat attacks made with this sword are resolved at +2 Strength.
Longstrider
Longstrider
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Luckstone
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Warrior bane
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
Mountaineater
Mountaineater
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
The Terrifying mask of EEE!
The wearer of this mask causes Terror. However, other models can never use his Leadership.
Thundermace
Thundermace
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Obsidian Lodestone
The Obsidian Lodestone grants Magic Resistance (3).
Rock Eye
Rock Eye
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Power scroll
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Scroll of shielding
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds caused by the spell.
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Sivejir's hex scroll
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad! Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Scroll of Leeching
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Pigeon plucker pendant
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Power stone
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
Plaque Ventrale de la Gueule
Plaque Ventrale de la Gueule
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Toughness
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Foolhardiness
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Speed
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Potion of Strength
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Sceptre of stability
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
Serpe de Grut
Serpe de Grut
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Endurance
The Talisman of Endurance grants the bearer a 5+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Preservation
The Talisman of Preservation grants the bearer a 4+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.
Talisman of Protection
The Talisman of Protection grants the bearer a 6+ ward save.

Magic Standards usable by the army

DE EN
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Eternal Flame
Models in a unit with the Banner of Eternal Flame have Flaming Attacks.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
Banner of Swiftness
Models in a unit with the Banner of Swiftness have +1 to their Movement characteristic.
War banner
A unit with this banner adds +1 to its combat result.
War banner
A unit with this banner adds +1 to its combat result.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Rampager's standard
A unit with this Magic Standard can re-roll its charge distance dice.
Dragonhide Banner
Models in a unit with the Dragonhide Banner can re-roll all To Hit, To Wound and saving throw rolls of 1 on the turn they make a successful charge. In addition, the bearer of the banner can use it to unleash an icy blast. This is a Strength 3 Breath Weapon. A unit hit by the icy blast has the Always Strikes Last special rule until the end of its next turn.
Dragonhide Banner
Models in a unit with the Dragonhide Banner can re-roll all To Hit, To Wound and saving throw rolls of 1 on the turn they make a successful charge. In addition, the bearer of the banner can use it to unleash an icy blast. This is a Strength 3 Breath Weapon. A unit hit by the icy blast has the Always Strikes Last special rule until the end of its next turn.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Scarecrow Banner
A unit with the Scarecrow Banner causes Fear in models with the Fly special rule.
Wailing banner
A unit with this banner causes Terror in its enemies.
Wailing banner
A unit with this banner causes Terror in its enemies.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Standard of Discipline
Models in a unit with the Standard of Discipline have +1 Leadership, but cannot use the General’s Inspiring Presence special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Ranger’s Standard
A unit with the Ranger’s Standard has the Strider special rule.
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Lichebone Pennant
Models in a unit with the Lichebone Pennant have Magic Resistance (1).
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Razor Standard
Models in a unit with the Razor Standard have the Armour Piercing special rule.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Gleaming Pennant
One use only. A unit with the Gleaming Pennant can re-roll its first failed Leadership test.
Rune Maw
When any spell targeting a unit with the Rune Maw is successfully cast, roll a D6. On a roll of 2+, the caster must choose a new target for the spell. If no other target is available (because no other target is in range of all eligible units have already been targeted, for example), then the spell is wasted but still counts as having been cast. Spells that do not specifically target the unit are not affected by the Rune Maw.
Rune Maw
When any spell targeting a unit with the Rune Maw is successfully cast, roll a D6. On a roll of 2+, the caster must choose a new target for the spell. If no other target is available (because no other target is in range of all eligible units have already been targeted, for example), then the spell is wasted but still counts as having been cast. Spells that do not specifically target the unit are not affected by the Rune Maw.

Units od the army

DE EN
Greasus Goldtooth
Greasus Goldtooth
Skrag the Slaughterer
Skrag the Slaughterer
Tyran
Tyran
Slaughtermaster
Slaughtermaster
Golgfag Maneater
Golgfag Maneater
Bragg the Gutsman
Bragg the Gutsman
Bruiser
Bruiser
Hunter
Hunter
Butcher
Butcher
FireBelly
FireBelly
Stonehorn
Stonehorn
Ogres
Ogres
Ironguts
Ironguts
Gnoblars
Gnoblars
Leadbelchers
Leadbelchers
Maneaters
Maneaters
Sabretusk Pack
Sabretusk Pack
Yhetees
Yhetees
Mournfang Cavalry
Mournfang Cavalry
Gorder
Gorder
Gnoblar Scraplauncher
Gnoblar Scraplauncher
Ironblaster
Ironblaster
Giant
Giant
Stonehorn
Stonehorn
Thundertusk
Thundertusk