Hell-Forged Armour
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).
Models on foot only.
Follows the rules for Shields (can be enchanted as if it was a Shield). For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the bearer immediately inflicts 1 hit with the bearer’s Strength and Armour Penetration against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Melee Weapon
The wielder gains +1 Attack Value. Attacks with Colossal Cleaver gain +1 Armour Penetration, and Battle Focus.
The wielder must Pursue and Overrun whenever possible.
Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select a single spell (during Spell Selection) from the following list: Breath of Corruption (Occultism), Pentagram of Pain (Occultism), or Hellfire (Hereditary Spell).
Melee Weapon
Attacks with Giant Club gain +1 Strength and +1 Armour Penetration.
Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one R&F Barbarians model.