Dwarven Holds (v2023 Beta 2)
Runic Artefacts
Rune of Mining
max 1 per ArmyAfter Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune of Kinship
max 1 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush and Scout.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Readiness
max 1 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Denial
max 1 per Army (Dominant)One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Dragon's Breath
max 3 per ArmyThe bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of the Courage
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains Stubborn.
Rune of Mastery
max 1 per ArmyOne use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Shielding
max 1 per ArmyThe bearer gains Aegis (+1, max. 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Rune of Devouring
max 1 per Army (Dominant)Runic Smiths onlyOne use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyThe Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Rune of Mining
max 1 per ArmyAfter Determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Rune of Kinship
max 1 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush and Scout.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated at the start of any Melee Phase. All spells with Duration One Turn that affect any of the following units come to an end: • The bearer's unit • Enemy units in base contact with the bearer
Rune of Readiness
max 1 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Denial
max 1 per Army (Dominant)One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is automatically dispelled.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent's Player Turn. Choose a single enemy unit within 24' of the bearer. The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Flying Movement) are halved, rounding fractions up. The effect lasts until the end of the Player Turn.
Rune of Dragon's Breath
max 3 per ArmyThe bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks). A single friendly Rune of Dragon's Breath may be used per Round of Combat.
Rune of the Courage
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. For the duration of the phase, the bearer gains Stubborn.
Rune of Mastery
max 1 per ArmyOne use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. Add (+2/+2) to the Power Level of this Bound Spell for this Casting Attempt.
Rune of Shielding
max 1 per ArmyThe bearer gains Aegis (+1, max. 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
Rune of Devouring
max 1 per Army (Dominant)Runic Smiths onlyOne use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by a Rune of Revocation and Attribute Spells are not affected.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyThe Channel value of enemy model parts within 24' of the bearer's model (the value within brackets) is reduced by 1, to a minimum of 0.
Runic Weapon Enchantments
Rune of Fire
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the phase.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Quickening
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune of Returning
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Penetration
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune of Fury
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Precision
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Might
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Rune of Fire
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)May be activated at the start of any phase or Round of Combat. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the phase.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Quickening
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility while using it.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit suffers an additional D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
Rune of Returning
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile: . Shooting Attacks made with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
Rune of Penetration
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with one or more Runes of Penetration gain +3 Armour Penetration.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
Rune of Fury
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value while using it.
Rune of Precision
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)A weapon engraved with this Rune follows the rules for Great Weapons instead of the original weapon's rules (this does not prevent the weapon from being engraved with additional Runes).
Rune of Might
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
Runic Armour Enchantments
Rune of Retribution
max 1 per Army (Enchantment: Suit of Armour)Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune of the Forge
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune of Steel
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune of Iron
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Rune of Retribution
max 1 per Army (Enchantment: Suit of Armour)Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save against enemy Melee Attacks (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration of the saved attack on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool. This is considered a Special Attack.
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Rune of the Forge
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Rune of Steel
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
Rune of Iron
max 1 per Army (Enchantment: Suit of Armour)The wearer of an armour engraved with: • A single Rune of Iron gains +1 Armour. • Two or more Runes of Iron gains +2 Armour.
Magic Standard
Banner of Speed
max 3 per Army+1 Advance Rate and +2 March RateA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Stalker's Standard
max 3 per ArmyThe units gains Strider .The bearer’s unit gains Strider.
Aether Icon
max 3 per ArmyThe bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
max 3 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Flaming Standard
max 3 per ArmyOne use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Banner of the Relentless Company
max 3 per ArmyOne use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Legion Standard
max 3 per ArmyA unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Banner of the Wild Herd
max 3 per ArmyOne use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrel Herd and Wildhorn Herd models in the bearer's unit gain +1 Strength and +1 Armour Penetration.
Executioner's Icon
max 1 per ArmyThe bearer and R&F model parts with Ruthless Efficiency in the bearer's unit gain Artistry of Death.
Eye of the Gorgon
max 1 per ArmyCannot be taken by units that count toward CoreThe bearer gains Petrifying Stare (see Gorgons unit). Enemy units in base contact with the bearer must reroll successful Discipline Tests.
Caedhren's Pennon
max 1 per ArmyInfantry models in the bearer's unit gain Scent of Blood and Swiftstride.
Runic Standard of Steadiness
max 3 per ArmyOne use only. May be activated at the start of any Movement Phase. The bearer's unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Wisdom
max 3 per ArmyThe bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Dismay
max 1 per ArmyUnits Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Swiftness
max 1 per ArmyThe bearer's unit gains Vanguard.
Runic Standard of the Hold
max 3 per ArmyA unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Anvil
max 3 per ArmyFriendly units Charging enemy units Engaged in Combat with the bearer's unit must reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of Shielding
max 1 per ArmyBattle Standard Bearer, Deep Watch, and King's Guard onlyAll friendly units within 6' of the bearer gain Aegis (5+, against Shooting Attacks).
War Banner of Ryma
max 2 per ArmyR&F model parts without Harnessed in a unit with one or more War Banners of Ryma gain Devastating Charge (+1 Str). In addition, all Infantry models in the unit gain Devastating Charge (+1" Adv).
Banner of Becalming
max 1 per ArmyCannot be taken by units that count towards CoreIn the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent's Veil Token pool and add one Veil Token to your Veil Token pool.
Navigator's Banner
max 1 per ArmyR&F models in the bearer's unit gain Distracting in the First Round of Combat against attacks from enemies Engaged in the bearer's unit's Front Facing.
Icon of Ashuruk
max 1 per ArmyCannot be taken by units that count towards CoreOne use only. May be activated at the start of any Melee Phase. The bearer gains Volcanic Embrace (X), where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.
Their Master's Banner
max 1 per ArmyVassal Levies and Vassal Cavalry onlyApply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain Battle Focus. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
Banner of the Twice-Branded
max 1 per ArmyVassal Levies and Vassal Cavalry onlyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms). • • •
Banner of Elan
max 1 per ArmyClose Combat Attacks made with Lances by the bearer's unit gain +2 Strength and +2 Armour Penetration in the First Round of Combat if the following conditions are met: • The bearer's unit is only Engaged in its Front Facing. • The bearer's unit is not Charging. • The bearer's unit failed a Charge in its previous Charge Phase.
Relic Shroud
max 1 per ArmyModels with Courage or Honesty onlyThe bearer can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Banner of Roland
max 1 per ArmyThe bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.
Oriflamme
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Castellan's Crest
max 3 per ArmyCavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer's unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer's unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer's unit are not affected.
Koru Stone
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 12".
Obelisk of Collaboration
max 1 per ArmyThe bearer's unit gains Pack Hunter.
Sacred Aquila
max 1 per ArmyThe bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Bell of the Deep Roads
max 1 per ArmyThe bearer's unit may start the game in Tunnel Reserve.
Skull of Qenghet
max 1 per ArmyThe bearer's unit gains Fear and automatically passes Panic Tests caused by Terror.
Pennant of the Great Grass Sky
max 1 per ArmyThe bearer's unit gains Swiftstride.
Banner of the Gyengget
max 1 per ArmyCannot be taken by units that count towards CoreIn the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit must be rerolled, including Special Attacks.
Banner of Deception
max 1 per ArmyAt the end of step 4 of the Deployment Phase Sequence (before deploying Scouts), the owner may remove the bearer's unit from the Battlefield and deploy it again elsewhere (any Characters joined to the unit must remain in the unit; this does not affect the number of Undeployed Units for calculating the starting roll-off bonus).
Banner of Silent Mist
max 2 per ArmyThe bearer's unit gains Soft Cover. Enemy units within 3" of the bearer's unit may not gain any benefit from a Musician.
Predator Pennant
max 1 per ArmyThe bearer's unit gains Devastating Charge (Distracting).
Banner of the Entombed
max 2 per ArmyCore and Battle Standard Bearer onlyIf taken by a Character, the bearer gains Underground Ambush. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush must arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Icon of the Infinite
max 2 per ArmyCannot be taken by units that count towards CoreThe bearer can cast Hellfire (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Zealots' Banner
max 3 per ArmyThe maximum number of Supporting Attacks that models in the second rank of the bearer's unit can perform is increased by 1.
Wasteland Torch
max 1 per ArmyThe bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.
Banner of Unity
max 1 per ArmyParent Units onlyWhenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
Household Standard
max 1 per ArmyIf the General is part of the bearer's unit, its Commanding Presence range is increased by 6".
Marksman's Pennant
max 1 per ArmyThe bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Black Standard of Zagvozd
max 1 per ArmyBarrow Guard and Barrow Knights onlyClose Combat Attacks made by R&F model parts without Harnessed in the bearer's unit gain +1 to hit. At the start of any Melee Phase, if the bearer's unit is unengaged, you may choose a friendly Standard Height Infantry or Barrow Knight unit within 6" of the bearer. Close Combat Attacks made by R&F model parts without Harnessed in that unit gain +1 to hit until the end of the Melee Phase.
Mikinok's Totem
max 1 per ArmyCannot be taken by units that count towards CoreAt the start of each Round of Combat that the model's unit is fighting, choose one of the following: • A Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. • A Special Item* carried by a single model unit in base contact with the bearer's unit. • A Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *Or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts.
Green Tide
max 3 per ArmyThe bearer's unit gains Fight in Extra Rank.
Raven Banner
max 1 per ArmyThe bearer's unit gains Battle Focus, Fearless, and Frenzy.
Predator Pennant
max 1 per ArmyCannot be taken by units that count toward CoreThe bearer's unit gains Devastating Charge (Distracting).
Baited Banner
max 1 per ArmyStandard Height models onlyModel parts with Harnessed in the bearer’s unit gain Hatred.
Wasteland Torch
max 2 per ArmyThe bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.
Banner of Elan
max 1 per ArmyClose Combat Attacks made with Lances by the bearer's unit gain +2 Strength and +2 Armour Penetration in the First Round of Combat if the following conditions are met: • The bearer's unit is only Engaged in its Front Facing. • The bearer's unit is not Charging. • The bearer's unit failed a Charge in its previous Charge Phase.
Relic Shroud
max 1 per ArmyModels with Courage or Honesty onlyThe bearer can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Banner of Roland
max 1 per ArmyThe bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.
Oriflamme
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Castellan's Crest
max 3 per ArmyCavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer's unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer's unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer's unit are not affected.
Icon of the Infinite
max 2 per ArmyCannot be taken by units that count towards CoreThe bearer can cast Hellfire (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Zealots' Banner
max 3 per ArmyModels in the second rank of the bearer’s unit gain Extra Support (2).
Wasteland Torch
max 1 per ArmyThe bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.
Sacred Aquila
max 1 per ArmyThe bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Bell of the Deep Roads
max 1 per ArmyThe bearer's unit may start the game in Tunnel Reserve.
Black Standard of Zagvozd
max 1 per ArmyBarrow Guard and Barrow Knights onlyClose Combat Attacks made by R&F model parts without Harnessed in the bearer's unit gain +1 to hit. At the start of any Melee Phase, if the bearer's unit is unengaged, you may choose a friendly Standard Height Infantry or Barrow Knight unit within 6" of the bearer. Close Combat Attacks made by R&F model parts without Harnessed in that unit gain +1 to hit until the end of the Melee Phase.
Banner of the Entombed
max 2 per ArmyCore and Battle Standard Bearer onlyIf taken by a Character, the bearer gains Underground Ambush. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush must arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Banner of Deception
max 1 per ArmyAt the end of step 4 of the Deployment Phase Sequence (before deploying Scouts), the owner may remove the bearer's unit from the Battlefield and deploy it again elsewhere (any Characters joined to the unit must remain in the unit; this does not affect the number of Undeployed Units for calculating the starting roll-off bonus).
Banner of Silent Mist
max 2 per ArmyThe bearer's unit gains Soft Cover. Enemy units within 3" of the bearer's unit may not gain any benefit from a Musician.
Predator Pennant
max 1 per ArmyThe bearer's unit gains Devastating Charge (Distracting).
Koru Stone
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 12".
Obelisk of Collaboration
max 1 per ArmyThe bearer's unit gains Pack Hunter.
Mikinok's Totem
max 1 per ArmyCannot be taken by units that count towards CoreAt the start of each Round of Combat that the model's unit is fighting, choose one of the following: • A Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. • A Special Item* carried by a single model unit in base contact with the bearer's unit. • A Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *Or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts.
Green Tide
max 3 per ArmyThe bearer's unit gains Fight in Extra Rank.
Skull of Qenghet
max 1 per ArmyThe bearer's unit gains Fear and automatically passes Panic Tests caused by Terror.
Pennant of the Great Grass Sky
max 1 per ArmyThe bearer's unit gains Swiftstride.
Banner of the Gyengget
max 1 per ArmyCannot be taken by units that count towards CoreIn the First Round of Combat, natural to-hit, to-wound, and Armour Save rolls of '1' from the bearer's unit must be rerolled, including Special Attacks.
Icon of Ashuruk
max 1 per ArmyCannot be taken by units that count towards CoreOne use only. May be activated at the start of any Melee Phase. The bearer gains Volcanic Embrace (X), where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.
Their Master's Banner
max 1 per ArmyVassal Levies and Vassal Cavalry onlyApply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain Battle Focus. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
Banner of the Twice-Branded
max 1 per ArmyVassal Levies and Vassal Cavalry onlyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms). • • •
War Banner of Ryma
max 2 per ArmyR&F model parts without Harnessed in a unit with one or more War Banners of Ryma gain Devastating Charge (+1 Str). In addition, all Infantry models in the unit gain Devastating Charge (+1" Adv).
Banner of Becalming
max 1 per ArmyCannot be taken by units that count towards CoreIn the opponent's Magic Phase, during Siphon the Veil before converting Veil Tokens into Magic Dice, remove one Veil Token from the opponent's Veil Token pool and add one Veil Token to your Veil Token pool.
Navigator's Banner
max 1 per ArmyR&F models in the bearer's unit gain Distracting in the First Round of Combat against attacks from enemies Engaged in the bearer's unit's Front Facing.
Banner of Unity
max 1 per ArmyParent Units onlyWhenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
Household Standard
max 1 per ArmyIf the General is part of the bearer's unit, its Commanding Presence range is increased by 6".
Marksman's Pennant
max 1 per ArmyThe bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.
Runic Standard of Steadiness
max 3 per ArmyOne use only. May be activated at the start of any Movement Phase. The bearer's unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Wisdom
max 3 per ArmyThe bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Dismay
max 1 per ArmyUnits Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Swiftness
max 1 per ArmyThe bearer's unit gains Vanguard.
Runic Standard of the Hold
max 3 per ArmyA unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Anvil
max 3 per ArmyFriendly units Charging enemy units Engaged in Combat with the bearer's unit must reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of Shielding
max 1 per ArmyBattle Standard Bearer, Deep Watch, and King's Guard onlyAll friendly units within 6' of the bearer gain Aegis (5+, against Shooting Attacks).
Executioner's Icon
max 1 per ArmyThe bearer and R&F model parts with Ruthless Efficiency in the bearer's unit gain Artistry of Death.
Eye of the Gorgon
max 1 per ArmyCannot be taken by units that count toward CoreThe bearer gains Petrifying Stare (see Gorgons unit). Enemy units in base contact with the bearer must reroll successful Discipline Tests.
Caedhren's Pennon
max 1 per ArmyInfantry models in the bearer's unit gain Scent of Blood and Swiftstride.
Banner of the Wild Herd
max 3 per ArmyOne use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrel Herd and Wildhorn Herd models in the bearer's unit gain +1 Strength and +1 Armour Penetration.
Banner of Speed
max 3 per Army+1 Advance Rate and +2 March RateA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Stalker's Standard
max 3 per ArmyThe units gains Strider .The bearer’s unit gains Strider.
Aether Icon
max 3 per ArmyThe bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
max 3 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Flaming Standard
max 3 per ArmyOne use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Banner of the Relentless Company
max 3 per ArmyOne use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Legion Standard
max 3 per ArmyA unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Mirumoto′s Battle Standard
max 1 per ArmyCannot be taken by units that count towards CoreModels in the bearer′s unit must re-roll natural to-hit rolls of ‵1' with Close Combat Attacks.
Banner of The Seven Winds
max 1 per ArmyAll models in the bearer's unit lose Scoring and gain Light Troop[/].
Copper's Blessing
max 1 per ArmyCannot be taken by units that count towards CoreFriendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
Truthsayer's Banner
max 1 per ArmyThe unit gains Maximised (Discipline Tests).
Leopard's Standard
max 1 per ArmyAll models in the bearer's unit gain Fearless.
Raven Banner
max 1 per ArmyThe bearer's unit gains Battle Focus, Fearless, and Frenzy.
Wasteland Torch
max 2 per ArmyThe bearer's unit gains Strider (Ruins). After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field or Forest Terrain Feature that becomes Ruins. The bearer's unit gains Flaming Attacks in the First Round of Combat.
Totem of the Only King
max 1 per ArmyModels with Brood Rivalry onlyFor the purpose of Brood Rivalry, the bearer's unit is always treated as if a model with Brood Rivalry from another friendly unit is Engaged anywhere on the Battlefield.
Blackroot Vine Banner
max 1 per ArmyModels with Goblin Cunning onlyModels with Goblin Cunning in the bearer's unit gain Strider (Forest). In addition, Close Combat Attacks made by R&F model parts without Harnessed and with Goblin Cunning in the bearer's unit become Poison Attacks.
Headbashers' Trophy
max 1 per ArmyUnits that count towards Special only. Cannot be taken by Iron OrcsRoll a D3 at the start of each Round of Combat that the bearer's unit is fighting. R&F model parts without Harnessed in the bearer's unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll: 1. Distracting 2. Lethal Strike 3. Lightning Reflexes
Koru Stone
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 12".
Obelisk of Collaboration
max 1 per ArmyThe bearer's unit gains Pack Hunter.
Banner of Elan
max 1 per ArmyClose Combat Attacks made with Lances by the bearer's unit gain +2 Strength and +2 Armour Penetration in the First Round of Combat if the following conditions are met: • The bearer's unit is only Engaged in its Front Facing. • The bearer's unit is not Charging. • The bearer's unit failed a Charge in its previous Charge Phase.
Relic Shroud
max 1 per ArmyModels with Courage or Honesty onlyThe bearer can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Banner of Roland
max 1 per ArmyThe bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.
Oriflamme
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Castellan's Crest
max 3 per ArmyCavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer's unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer's unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer's unit are not affected.
Sacred Aquila
max 1 per ArmyThe bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Bell of the Deep Roads
max 1 per ArmyThe bearer's unit may start the game in Tunnel Reserve.
Totem of the Only King
max 1 per ArmyModels with Brood Rivalry onlyFor the purpose of Brood Rivalry, the bearer's unit is always treated as if a model with Brood Rivalry from another friendly unit is Engaged anywhere on the Battlefield.
Blackroot Vine Banner
max 1 per ArmyModels with Goblin Cunning onlyModels with Goblin Cunning in the bearer's unit gain Strider (Forest). In addition, Close Combat Attacks made by R&F model parts without Harnessed and with Goblin Cunning in the bearer's unit become Poison Attacks.
Headbashers' Trophy
max 1 per ArmyUnits that count towards Special only. Cannot be taken by Iron OrcsRoll a D3 at the start of each Round of Combat that the bearer's unit is fighting. R&F model parts without Harnessed in the bearer's unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll: 1. Distracting 2. Lethal Strike 3. Lightning Reflexes
Totem of the Only King
max 1 per ArmyModels with Brood Rivalry onlyFor the purpose of Brood Rivalry, the bearer's unit is always treated as if a model with Brood Rivalry from another friendly unit is Engaged anywhere on the Battlefield.
Blackroot Vine Banner
max 1 per ArmyModels with Goblin Cunning onlyModels with Goblin Cunning in the bearer's unit gain Strider (Forest). In addition, Close Combat Attacks made by R&F model parts without Harnessed and with Goblin Cunning in the bearer's unit become Poison Attacks.
Headbashers' Trophy
max 1 per ArmyUnits that count towards Special only. Cannot be taken by Iron OrcsRoll a D3 at the start of each Round of Combat that the bearer's unit is fighting. R&F model parts without Harnessed in the bearer's unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll: 1. Distracting 2. Lethal Strike 3. Lightning Reflexes
Predator Pennant
max 1 per ArmyCannot be taken by units that count toward CoreThe bearer's unit gains Devastating Charge (Distracting).
Baited Banner
max 1 per ArmyStandard Height models onlyModel parts with Harnessed in the bearer’s unit gain Hatred.
Headbashers' Trophy
max 1 per ArmyModels with Headbashers only. Cannot be taken by Iron Orcs.Roll a D3 at the start of each Round of Combat that the bearer’s unit is fighting. R&F model parts without Harnessed in the bearer’s unit gain one of the following effects until the end of the Round of Combat depending on the result of the roll:
1. Distracting
2. Lethal Strike
3. Lightning Reflexes
Big Boss Pole
max 1 per ArmyThe bearer gains Rally Around the Flag (3″, max. 3″). If the bearer has another instance of Rally Around the Flag, it gainsRally Around the Flag (+3″, max. 18″) instead.
Eye of Errahman
max 1 per ArmyThe bearer and R&F models in the bearer's unit gain Battle Focus. In addition, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Martyr's Shroud
max 1 per ArmyR&F models with Cult of Errahman in the bearer's unit gain Fortitude (6+).
Relic Shroud
max 1 per ArmyModels with Courage or Honesty onlyThe bearer can cast Breath of the Lady (Hereditary Spell) as a Bound Spell with Power Level (4/8).
Banner of Roland
max 1 per ArmyThe bearer's unit gains Aegis (+1, max. 4+, against Ranged Attacks). In addition, enemy units cannot choose Stand and Shoot as a Charge Reaction against Charges declared by the bearer's unit.
Oriflamme
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer gains Fear while Engaged in Combat. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Castellan's Crest
max 3 per ArmyCavalry models onlyOne use only. May be activated immediately before declaring a Charge with the bearer or the bearer's unit in the Charge Phase. Failed Charge Range rolls of the bearer or the bearer's unit must be rerolled until the end of the phase. Other Characters Charging out of the bearer's unit are not affected.
Lady’s Favour
max 1 per ArmyModels with Courage only. Cannot be taken by the Battle Standard Bearer.The bearer’s unit may reroll failed Dicipline Tests.
The Battle Standard Bearer gains Rally Around the Flag (18″, max. 18″) while it is part of the bearer’s unit.
Black Flag
max 1 per ArmyCannot be taken by units that count toward CoreThe bearer's unit gains Fear, and while in base contact with the bearer's unit, enemy units gain Maximised (Fear Tests). In addition, friendly units Engaged in the same Combat as the bearer's unit must reroll natural to-wound rolls of '1'.
Banner of Tides
max 2 per ArmyInfantry models onlyThe bearer's unit gains Feigned Flight.
Koru Stone
max 1 per ArmyCannot be taken by units that count towards CoreThe bearer's unit gains Rally Around the Flag whose range is set to 12".
Obelisk of Collaboration
max 1 per ArmyThe bearer's unit gains Pack Hunter.
Sacred Aquila
max 1 per ArmyThe bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Bell of the Deep Roads
max 2 per ArmyThe bearer's unit may start the game in Tunnel Reserve.
If the bearer is on the Battlefield, the owner may choose to roll for Ambush of units in Tunnel Reserve starting from the owner’s Player Turn 1 (but still at the end of step 2 of the Movement Phase Sequence), unless the owner has the first Player Turn.
Raven Banner
max 1 per ArmyThe bearer's unit gains Battle Focus, Fearless, and Frenzy.
Banner enchantement
Runic Standard of Steadiness
max 3 per ArmyOne use only. May be activated at the start of any Movement Phase. The bearer's unit gains Quick to Fire until the end of the Player Turn.
Runic Standard of Wisdom
max 3 per ArmyThe bearer may select a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range Caster's Unit.
Runic Standard of Dismay
max 1 per ArmyUnits Charging the bearer's unit suffer -2' Advance Rate for their Charge Range roll.
Runic Standard of Swiftness
max 1 per ArmyThe bearer's unit gains Vanguard.
Runic Standard of the Hold
max 3 per ArmyA unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Runic Standard of the Anvil
max 3 per ArmyFriendly units Charging enemy units Engaged in Combat with the bearer's unit must reroll failed Charge Range rolls in the Charge Phase.
Runic Standard of Shielding
max 1 per ArmyAll friendly units within 6' of the bearer gain Aegis (5+, against Shooting Attacks).
Banner of Speed
max 3 per ArmyA unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Stalker's Standard
max 3 per ArmyThe bearer’s unit gains Strider.
Aether Icon
max 3 per ArmyThe bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
max 3 per ArmyThe bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Flaming Standard
max 3 per ArmyOne use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Banner of the Relentless Company
max 3 per ArmyOne use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Legion Standard
max 3 per ArmyA unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Army Organisation
.png)
Characters
(40% Max)
.png)
Core
(25% Min)
.png)
Special
(No Limit)

Clans’ Thunder
(35% Max)

Engines of War
(20% Max)
King
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 10 |
|
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 7 | 5 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| King | 4 | 7 | 4 | 1 | 4 |
Thane
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
|
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 6 | 5 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Thane | 3 | 6 | 4 | 1 | 3 |
Runic Smith
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Runic Smith | 2 | 5 | 4 | 1 | 3 |
Anvil of Power
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | 1 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Anvil Guards | 3 | 5 | 4 | 1 | 2 |
Engineer
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 2 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Engineer | 2 | 5 | 4 | 1 | 3 |
Dragon Seeker
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 10 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 7 | 5 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Dragon Seeker | 5 | 7 | 5 | 2 | 5 |
Mount Shield Bearers
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 4 | C | C | C+2 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Shield Bearers | 2 | 5 | 4 | 1 | 2 |
Mount War Throne
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | C |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 6 | C | C | C+2 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| War Throne | 4 | 5 | 4 | 1 | 2 |
Clan Warriors
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Clan Warrior | 1 | 4 | 3 | 0 | 2 |
Greybeards
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Greybeard | 1 | 5 | 4 | 1 | 2 |
Clan Marksmen
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Clan Marksman | 1 | 4 | 3 | 0 | 2 |
King's Guard
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| King's Guard | 2 | 5 | 4 | 1 | 2 |
Deep Watch
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Deep Watch | 1 | 5 | 4 | 1 | 2 |
Seekers
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 10 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Seeker | 1 | 4 | 4 | 1 | 2 |
Vengeance Seeker
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 10 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Vengeance Seeker | 3D3 | 5 | 4 | 1 | 2 |
Hold Guardians
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 5" | 10" | 10 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 1 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Hold Guardian | 3 | 4 | 5 | 2 | 2 |
Grudge Buster
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 1" | 1" | 9 | ||||
| fly | 8" | 8" |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | 4 | 5 | 4 |
|
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew(2) | 2 | 4 | 4 | 1 | 2 |
|
| Chassis | 5 | 2 | 2 |
Miners
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Miner | 1 | 4 | 4 | 1 | 2 |
Rangers
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 4 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Ranger | 1 | 4 | 3 | 0 | 2 |
Forge Wardens
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 9" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Forge Warden | 1 | 4 | 4 | 1 | 2 |
Steam Copters
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 1" | 2" | 9 | ||||
| fly | 8" | 16" |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 3 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Steam Copter | 2 | 4 | 4 | 1 | 2 |
Field Artillery
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 3" | 3" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 5 | 1 | 4 | 0 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Crew | 3 | 4 | 3 | 0 | 2 |
Giant Dwarf
| Global | Adv | Mar | Dis | Model Rules | ||
|---|---|---|---|---|---|---|
| 5" | 15" | 9 |
| Defensive | HP | Def | Res | Arm | ||
|---|---|---|---|---|---|---|
| 6 | 3 | 6 | 1 |
| Offensive | Att | Off | Str | Ap | Agi | |
|---|---|---|---|---|---|---|
| Giant Dwarf | 5 | 3 | 5 | 2 | 3 |