Undying Dynasties

Undying Dynasties

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Agguato sotterraneo
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point. To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis. On any other result, move the point 2D6" in a random direction. - If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed. - Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point. - If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
Halberd
Halberd
Halberd
Halberd
Halberd
Alabarda
Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Arca sacra
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells: - Truth of Time from Cosmology, - Whispers of the Veil from Evocation, - Hasten the Hour from Evocation The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Arco dell'aspide
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
Paired Weapons
Paire d'Armes
Waffenpaar
Paired Weapons
Armas Emparejadas
Coppia d'armi
Light Armour
Armure Légère
Light Armour
Light Armour
Light Armour
Armatura leggera
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Attacchi magici
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Aura necromantica
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
Autonomous
The unit may March even when outside the General's Inspiring Presence range.
Autonomous
The unit may March even when outside the General's Inspiring Presence range.
Autonomous
The unit may March even when outside the General's Inspiring Presence range.
Autonomous
The unit may March even when outside the General's Inspiring Presence range.
Autonomous
The unit may March even when outside the General's Inspiring Presence range.
Autonomo
The unit may March even when outside the General's Inspiring Presence range.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Avanguardia
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Bersaglio difficile
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del corpo
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Shield
Bouclier
Schild
Shield
Escudo
Scudo
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
Charnel Catapult
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Charnel Catapult
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Charnel Catapult
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Charnel Catapult
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Charnel Catapult
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Catapulta ossario
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)]. This weapon ignores all shooting modifiers to hit. – As a Catapult (6) Artillery Weapon with Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks. This weapon ignores all shooting modifiers to hit. Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Colpo letale
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Colpo letale
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Difesa innata (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Difesa innata (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distrarre
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Luce divina
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Polvere alla polvere
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Esploratore
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Paura
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Infiammabile
Attacks with the Flaming Attacks special rule must reroll failed to wound rolls against models with this special rule.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Volo (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Volo (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Grande arco dell'aspide
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit. During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Guardia reale
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Ira del custode
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
Light Lance
Lance Légère
Leichte Lanze
Light Lance
Lanza Ligera
Lancia leggera
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Truppe leggere
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Maestro della pietra
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Resistenza alla magia (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Mago apprendista
Wizard Apprentices add +1 to their casting and dispelling rolls.
Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Maledizione della mummia
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Maledizione di Phatep
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
Mount’s Protection (5+)
Protection de Monture (5+)
Schutz des Reittieres (5+)
Mount’s Protection (5+)
Protección de la Montura (5+)
Mount’s Protection (5+)
Mount’s Protection (6+)
Protection de Monture (6+)
Schutz des Reittieres (6+)
Mount’s Protection (6+)
Protección de la Montura (6+)
Mount’s Protection (6+)
Multiple Wounds (2, Monsters and Ridden Monsters)
Multiple Wounds (2, Monsters and Ridden Monsters)
Multiple Wounds (2, Monsters and Ridden Monsters)
Multiple Wounds (2, Monsters and Ridden Monsters)
Multiple Wounds (2, Monsters and Ridden Monsters)
Multiple Wounds (2, Monsters and Ridden Monsters)
Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Nonmorto
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
Sguardo pietrificante
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
Piattaforma di guerra
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Presenza torreggiante
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Presidiante
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier. Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Terrore
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the Fear special rule and are immune to Fear and Terror.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Volont imperitura
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat . If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the Character. In either case, the effect lasts until the end of the phase.
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).

Magic Items usable by the army

EN FR DE PL ES IT
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Anneau de Feu
Sort Lié, Puissance 3 : Coulée Pyroclastique (Pyromancie).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armure du Destin
Infanterie, Bêtes de Guerre et Cavalerie uniquement. Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Eternities
Type: Plate Armour. The wearer gains +1 Wound.
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armure de Bonne Fortune
Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (5+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Hache de Bataille
Type : Arme de Base. Le porteur a 6 Attaques quand il utilise cette arme mais ne peut jamais blesser sur un meilleur résultat que 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Baguette de Stabilité
Usage Unique. Le porteur peut ajouter un Dé de Magie gratuit à un de ses jets de dissipation après avoir vu le résultat du jet.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Hallebarde Fléau-des-Bêtes
Type : Hallebarde. Les attaques portées avec cette arme ont toujours Force 5 (quels que soient les modificateurs) et la règle Blessures Multiples (2, Char, Infanterie Monstrueuse, Bête Monstrueuse, Cavalerie Monstrueuse, Monstre, Monstre Monté).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Épée Sacrée
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Attaques Divines et leurs jets pour blesser ratés peuvent être relancés.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Heaume de Tromperie
Ne peut pas être pris par une figurine avec la règle Présence Imposante. Type : Aucun (Sauvegarde d’Armure 6+). Les jets pour blesser réussis contre le porteur doivent être relancés.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Grimoire de Puissance Cabalistique
Le porteur gagne un modificateur de +1 pour lancer et dissiper les sorts.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Libro del potere arcano
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of the Dead
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Book of the Dead
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Book of the Dead
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Book of the Dead
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Book of the Dead
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Libro dei morti
Whenever the wearer successfully casts an Augment spell from Evocation, other than Evocation of Souls, the Target(s) of the spell Raise(s) wounds equal to their Evoked value. Characters and models with Towering Presences cannot benefit from this item.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Bouclier de Chance
Type : Bouclier. Usage Unique. Ignorez la première touche subie par la figurine du porteur. Si plusieurs attaques se disputent le statut de première touche, le porteur peut choisir la touche à ignorer.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bouclier Renforcé
Type : Bouclier. Ajoutez un bonus additionnel de +1 à la Sauvegarde d’Armure du porteur quand il utilise ce bouclier, pour un total de +2. Le porteur subit un malus de -3 en Initiative, jusqu’à un minimum de 1, lorsqu’il porte des Attaques normales de Corps à Corps.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Plastron de Bronze
Type : Armure Lourde. Usage Unique. Vous pouvez activer l’objet lorsque la figurine du porteur subit une touche. Pour la durée de la Phase, la figurine du porteur gagne alors une Sauvegarde d’Armure de 1+. Si la figurine du porteur a la règle Présence Imposante, cette Sauvegarde d’Armure est limitée à 2+.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Brooch of the Sun
At the start of each Round of Combat, nominate one enemy model in base contact with bearer. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffer -1 Attack, to a minimum of 1.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Cape en Écailles de Dragon
Type : Aucun. Le porteur gagne la règle Protection Innée (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Capuche de Magicien
Le porteur devient un Apprenti Magicien avec deux Sorts Appris (peu importe s’il était un Magicien avant). Au lieu de choisir une Voie de Magie normalement, le porteur utilise une Voie déterminée aléatoirement au début de la partie. Tirez au sort parmi toutes les Voies de Magie accessibles à n’importe quelle figurine du même Livre d’Armée, sans prendre en compte les Sorts Liés.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Chariot of Nephet-Ra
Impact Hits and attacks made by the bearer’s Chariot and its pulling beasts gain Magical Attacks, Flaming Attacks and +1 Strength.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Couronne de Moquerie
Usage Unique. Vous pouvez utiliser cet objet au lieu de faire une tentative de dissipation. Le sort est alors automatiquement dissipé. Vous ne pouvez prendre cet objet que si votre armée ne comprend aucun Magicien. Les figurines alliées ne peuvent pas lancer de sorts, Sorts Liés compris, et ne peuvent pas posséder d’Objets Cabalistiques si votre Liste d’Armée inclut cet objet.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Charme de Chance
Usage Unique. Peut être activé quand la figurine du porteur rate un jet de Sauvegarde d’Armure. Ce jet peut alors être relancé.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Monile portafortuna
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of the Pharaohs
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Crown of the Pharaohs
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Crown of the Pharaohs
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Crown of the Pharaohs
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Crown of the Pharaohs
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Corona dei faraoni
Type: None (6+ Armour Save). The bearer may use its Undying Will (it if has it) on a single friendly unit within 6". If the wearer is Engaged in Combat, it may only choose to grant Weapon Skill to a friendly Undead unit that is Engaged with the same enemy unit as the Character. In addition, the bearer may choose to use its Undying Will special rule in the Shooting Phase by granting Ballistic Skill 3 to all Undead models in a single friendly unit within 6". Undying Will may be used only in a single phase of each Player Turn. Characters on a mount with Towering Presence add 6" to the range of this item.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Couronne d’Autocratie
Le porteur gagne +1 en Commandement. Un Magicien ne peut pas utiliser ce bonus pour augmenter son Commandement au delà de 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Corona dell'autarchia
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Cotte de Maille en Mithril
Type : Armure Lourde (Sauvegarde d’Armure 2+). Cette Sauvegarde d’Armure ne peut être en aucun cas améliorée.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Icône de Fer Maudit
L’unité du porteur gagne une Sauvegarde Invulnérable (5+) contre les blessures causées par des Armes d’Artillerie.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Cuirasse Étincelante
Type : Armure Lourde. Le porteur gagne la règle Distrayant.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Death Mask of Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Death Mask of Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Death Mask of Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Death Mask of Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Death Mask of Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Maschera funeraria di Teput
At the beginning of each Round of Combat, the bearer may choose either Inspiring Presence or Hold Your Ground. Enemy units in base contact with the bearer cannot benefit from the chosen rule for the rest of the phase.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Parchemin de Dissipation
Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Le sort est automatiquement dissipé.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Icône Divine
La figurine du porteur gagne la règle Attaques Divines.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Gemme de Feu de Dragon
Le porteur gagne la règle Né du Feu.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Gemma draconica
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Heaume en Écailles de Dragon
Type : Aucun (Sauvegarde d’Armure 6+). Le porteur gagne la règle Né du Feu.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Pierre du Crépuscule
Le porteur peut relancer ses jets de Sauvegarde d’Armure ratés. S’il choisit de le faire, il ne peut pas utiliser de Sauvegarde Invulnérable ou de Régénération.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Épée d’Obsidienne
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Épée de Force
Type : Arme de Base. Les attaques portées avec cette arme ont +1 en Force.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Épée de Géant
Type : Arme de Base. Les attaques portées avec cette arme ont +3 en Force.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Épée des Héros
Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Le porteur gagne +1 Attaque quand il combat avec cette arme. Quand il attaque avec cette arme, le porteur ne peut excéder 4 Attaques et une Force de 5, quels que soient les modificateurs.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Épée Ogre
Type : Arme de Base. Les attaques portées avec cette arme ont +2 en Force.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Épées d’Escrimeur
Type : Paire d’Armes. Le porteur obtient une Capacité de Combat de 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence de Libre Pensée
Le Magicien peut inscrire deux Voies de Magie sur la Liste d’Armée plutôt qu’une, parmi les Voies qui lui sont normalement accessibles. Choisissez laquelle de ces deux Voies il va utiliser avant de générer les sorts.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essenza di una mente libera
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Scourge of Kings
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Scourge of Kings
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Scourge of Kings
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Scourge of Kings
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Scourge of Kings
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Flagello dei re
Type: Hand Weapon. Attacks made with this weapon have Strength 5 and gain Armour Piercing (1). Every successful to-hit roll with this weapon inflicts two hits instead of one.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Lance Enflammée
Type : Lance de Cavalerie. Les attaques portées avec cette arme ont la règle Attaques Enflammées.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
L’Arracheur de Chair
Type : Arme Lourde. Les attaques portées avec cette arme ont la règle Perforant (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gemme de Chance
Les jets pour blesser réussis d’Attaques à Distance dirigées contre l’unité du porteur ayant donné ‘6’ doivent être relancés, à moins que la touche n’ait été distribuée sur une figurine avec la règle Présence Imposante.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Gemme d’Obsidienne
Le porteur gagne la règle Résistance à la Magie (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Graine de Renaissance
Le porteur gagne une Régénération (4+).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
La Pioche de Jack
Ne peut pas être pris par une figurine avec la règle Présence Imposante. Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Contre les figurines avec la règle Présence Imposante, elles gagnent aussi la règle Blessures Multiples (2), et comptent comme ayant une Force égale à l’Endurance de leur cible pour le jet pour blesser. Ignorez tout autre modificateur de Force que celui fourni par cette arme quand la cible est une figurine avec la règle Présence Imposante. Notez que le bonus de +1 en Force s’applique après avoir égalé la Force avec l’Endurance de la cible.
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Tueuse de Rois
Type : Arme de Base. Le porteur gagne +1 en Force et +1 Attaque quand il attaque avec cette arme pour chaque Personnage ennemi en contact socle à socle avec l’unité du porteur. Ce bonus est calculé et prend effet au palier d’Initiative auquel sont faites les attaques.
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Sterminatrice di re
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Lame Tranchante
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Sandstorm Cloak
The bearer gains Fly (7).
Sandstorm Cloak
The bearer gains Fly (7).
Sandstorm Cloak
The bearer gains Fly (7).
Sandstorm Cloak
The bearer gains Fly (7).
Sandstorm Cloak
The bearer gains Fly (7).
Mantello della tempesta di sabbia
The bearer gains Fly (7).
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Parchemin de Protection
Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Toutes les figurines affectées gagnent une Sauvegarde Invulnérable (4+) contre les effets de ce sort.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Pierre d’Annulation d’Obsidienne
Le porteur gagne la règle Résistance à la Magie (3).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion de Force
Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +2 en Force jusqu’à la fin du Tour de Joueur.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Pozione della forza
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion de Rapidité
Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +3 en Initiative jusqu’à la fin du Tour de Joueur.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Pozione della rapidit
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre de Pouvoir
Usage Unique. Le porteur peut ajouter un unique Dé de Magie depuis sa réserve à un jet de lancement de sort après avoir vu le résultat du jet. Cela ne permet pas de dépasser la limite de 5 Dés de Magie pour lancer des sorts.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Scettro del potere
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Trancheuse de Crâne
Type : Arme de Tir. Portée 24″, Force 4, Perforant (1), Tirs Multiples (4). Les Attaques de Tir réalisées avec cette arme ignorent la Capacité de Tir et les modificateurs pour toucher, et touchent à la place toujours sur 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman de Protection
Le porteur gagne une Sauvegarde Invulnérable (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talismano di protezione
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman de Protection Majeure
Le porteur gagne une Sauvegarde Invulnérable (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman de Protection Suprême
Le porteur gagne une Sauvegarde Invulnérable (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).
Vanquisher Eternal
Type: Halberd. Attacks made with this weapon gain Lethal Strike. The Weapon has two types of attacks: Focused Strike and Sweeping Strike. Choose at the beginning of each Round of Combat which mode is used. Focused Strike:​ Attacks made with this weapon gain Multiple Wounds (D3). Sweeping Strike:​ The wielder cannot make normal Close Combat Attacks. Instead, the wielder makes one attack towards each enemy model in base contact with it which hit automatically. The wielder also makes one attack towards each enemy model which could make a Supporting Attack against it which hit on 4+. These attacks are resolved using the normal rules (Vanquisher Eternal is a Halberd with Lethal Strike).

Magic Standards usable by the army

EN FR DE PL ES IT
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Icône d’Éther
Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Icona d'etere
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Bannière de Discipline
L’unité du porteur réussit automatiquement ses tests de Panique.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Insegna della disciplina
The bearer's unit automatically passes all Panic Tests.
Banner of Speed
The bearer's unit gains +1 Movement.
Bannière de Vitesse
L’unité du porteur gagne +1 en Mouvement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Insegna della velocit
The bearer's unit gains +1 Movement.
Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Stendardo dei sepolti
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Bannière Lacérante
Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Insegna lacerante
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Étendard de Guerre
L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Étendard du Pisteur
L’unité du porteur gagne les règles Course Rapide et Guide.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stendardo dell'oppressore
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Étendard Flamboyant
Au début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Stendardo infuocato
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icône Étincelante
Usage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement. L’unité peut alors relancer les dés pour ce test raté.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icône de la Compagnie Implacable
Usage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements. Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.

Units od the army

EN FR DE PL ES IT
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Nomarch
Monarchs of the Dead - Pharaoh
Monarchs of the Dead - Pharaoh
Monarchs of the Dead - Pharaoh
Monarchs of the Dead - Pharaoh
Monarchs of the Dead - Pharaoh
Monarchs of the Dead - Pharaoh
Tomb Architect
Architecte des tombes
Tomb Architect
Tomb Architect
Tomb Architect
Architetto della tomba
Tomb Harbinger
Héraut des tombes
Tomb Harbinger
Tomb Harbinger
Tomb Harbinger
Araldo della tomba
Death Cult Hierarch
Hiérarque du Culte des morts
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Ierarca del culto mortuario
Casket of Phatep
Sarcophage de Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Urna di Phatep
Amuut
Amuut
Amuut
Amuut
Amuut
Amuut
Royal Sphinx
Royal Sphinx
Royal Sphinx
Royal Sphinx
Royal Sphinx
Sfinge reale
Ark of Ages
Arche des âges
Ark of Ages
Ark of Ages
Ark of Ages
Arca delle ere
Skeletal Horse
Cheval squelette
Skeletal Horse
Skeletal Horse
Skeletal Horse
Cavallo scheletrico
Skeleton Chariot
Chars squelettes
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Carri di scheletri
Skeletons
Squelettes
Skeletons
Skeletons
Skeletons
Scheletri
Skeleton Chariots
Chars squelettes
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Carri di scheletri
Skeleton Scouts
Éclaireurs squelettes
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Esploratori scheletri
Skeleton Archers
Archers squelettes
Skeleton Archers
Skeleton Archers
Skeleton Archers
Arcieri scheletri
Skeleton Cavalry
Cavalerie squelette
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Cavalleria di scheletri
Necropolis Guard
Garde des nécropoles
Necropolis Guard
Necropolis Guard
Necropolis Guard
Guardia della necropoli
Great Vultures
Grands vautours
Great Vultures
Great Vultures
Great Vultures
Avvoltoi giganti
Shabti Archers
Archers shabtis
Shabti Archers
Shabti Archers
Shabti Archers
Arcieri Shabti
Tomb Cataphracts
Cataphractes des tombes
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Catafratti della tomba
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabti
Charnel Catapult
Catapulte d'ossements
Charnel Catapult
Charnel Catapult
Charnel Catapult
Catapulta ossario
Sand Stalkers
Traqueurs des dunes
Sand Stalkers
Sand Stalkers
Sand Stalkers
Persecutori delle dune
Battle Sphinx
Sphinx de guerre
Battle Sphinx
Battle Sphinx
Battle Sphinx
Sfinge da battaglia
Colossus
Colosse
Colossus
Colossus
Colossus
Colosso
Dread Sphinx
Sphinx de l'effroi
Dread Sphinx
Dread Sphinx
Dread Sphinx
Sfinge terrificante
Sand Scorpion
Scorpion des sables
Sand Scorpion
Sand Scorpion
Sand Scorpion
Scorpione delle dune
Scarab Swarms
Nuées de scarabées
Scarab Swarms
Scarab Swarms
Scarab Swarms
Sciame di scarabei
Tomb Reapers
Faucheurs ailés
Tomb Reapers
Tomb Reapers
Tomb Reapers
Mietitori delle tomba