Correspondence of translations with another language
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Big Wing
The model gains Stomp Attack) (D3+1), and its base size is changed to 75100~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Huntsman Spider
The model gains Creepy-Crawlies, and its base size is changed to 5050~.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Armed to the Teeth
The bearer gains Weapon Master and its Armour Equipment value is set to~2. At the start of each Round of Combat that it is fighting, if the bearer is within~12 of one or more friendly models that are equipped with a Great Weapon, Paired Weapons, and/or Shield, it gains the corresponding equipment, with Duration: Round of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Crude Weapons
The model can never benefit from Parry. After the First Round of Combat, all of the model parts’ Melee Weapons count as a Hand Weapon for all rules purposes, with Duration: End of Combat.
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Poison Attacks#1~(#1)
Whenever an attack with Poison Attacks hits with a to-hit roll of~6, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of~5 or~6 instead.
referenceonly
If the attack is turned into more than one hit (e.g. a hit with Area Attack, Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.
referenceonly
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beastie Whisperer
Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one Rank-and-File model with Creepy-Crawlies, its mount also gains Creepy-Crawlies.
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Beloved Mascot
Afflict (3~Def).
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Beloved Mascot
Afflict (3~Def).
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Big Brother
The model’s HP are set to~9, its base size is changed to 75100~, and the roll for the number of hits it does with its Stomp Attack) is Maximised.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Dashers
The model gains Fly, Hard Target (1), Light Troops, Skirmisher.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Bridge Troll
The model gains Dis\-trac\-ting (1),Stri\-der (Water Terrain).
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Brood Rivalry
The model part gains +1~Att while another friendly unit is Engaged in Combat anywhere on the Battlefield. Only units containing a Rank-and-File model can benefit from this rule. Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.
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Scarred Carapace
+2~Arm.
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Scarred Carapace
+2~Arm.
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Cave Troll
The model’s Armour Equipment value is set to~3, and it gains Stri\-der (Ruins).
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Headhunter
The model part with Goblin gains March and Shoot, Poison Attacks (Melee and Shooting), and gains Throwing Weapons~(4+) with Shots~3.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Wicked Horns
Frenzy, Impact Hits) (D6), Unruly.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Swift\-stride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swift\-stride gain Maximised.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepy-Crawlies
The model gains Ghost Step, and model parts with Mount gain Poison Attacks.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Creepers
The model gains Hard Target (1), Light Troops, Scout, Skirmisher, Stri\-der.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Troll Toll
Each time the bearer loses a Health Point after failling a Regeneration Save against an enemy Melee Attack, it can immediately perform a Standard Melee Attack towards the Health Pool of the model that caused the wound. This attack is resolved at the end of the same Agility Step, before any casualties are removed, and does not count against the maximum number of attacks the model with can make due to Restricted Attacks.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following criteria:
itemize
The model with Hidden could normally have joined the unit.
The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
itemize
After choosing an eligible unit, follow these steps:
itemize
Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the chosen unit as a casualty.
Deploy the model with Hidden where the removed model was positioned.
itemize
If the chosen unit is Engaged in Combat when being joined by a model with Hidden, consider the model with Hidden to be in First Round of Combat for all rules purposes, with Duration: End of Turn. Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Splatterer
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Splatterer
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Skewerer
The model’s base size is changed to 6060~.
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Skewerer
The model’s base size is changed to 6060~.
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Spies
The model gains ,Light Troops,Van\-guard~Mob).
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Force of Destruction#1~(#1)
Charges cannot be declared against the model with . This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush). When model with comes into contact with another unit, the other unit immediately suffers X~hits with the model’s Strength and Armour Penetration, and the model with is immediately removed as a casualty.
If several units come into contact simultaneously the model with chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6~hits. Health Point losses caused by in the Charge Phase do not cause Panic Test.
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Forest Troll
The model gains Magic Resistance (3),Stri\-der (Forest).
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Goblin Cunning
Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with may choose to fail the Courage Test instead of rolling it.
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Giant See, Giant Do
The model gains Courageous.
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Giant See, Giant Do
The model gains Courageous.
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Giant Club
+1~Str, +1~AP.
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Giant Club
+1~Str, +1~AP.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Git Launcher
A unit hit by a suffers #1D6 (2)~hits with Str~4 and AP~2. On a to-hit roll of 6, you may instead place a within 3 of the target and more than 1 away from any Impassable Terrain and other units, following the rules for Summoned Units.
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Goblin Gardens
Duration: Permanent. During Pre-game~Selections, you may choose any Terrain (X) from: Field, Forest, Ruins, Water Terrain. All Terrain Features following the rules for X are Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain. In addition, friendly models with Goblin gain Stri\-der (X).
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Green Tide
To-wound rolls of~1 with Melee Attacks from friendly units within~8 must be rerolled.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Orc Horde
The model gains Fearless. Units entirely with Orc do not cause Panic Test on units entirely with Orc when making Flee Moves through them.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Immense Bulk
HP set to~8, base size changed to 100150~, and number of Rider model parts set to~8.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Mauler
The model part with Goblin gains Fury,First Strike (Hatred), and gains a Great Weapon.
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Netter
Afflict (3~Off).
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Netter
Afflict (3~Off).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Slithering Frame
Regeneration (5+),Random Movement) (#1D6 (3)).
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Surprise
The model cannot be Deployed normally. Instead, at the start of any Player Turn, the owner can choose a friendly non-Shaken Unengaged unit of or : Deploy the model with Surprise within~3 of the chosen unit and more than~1 away from any Impassable Terrain and from any other unit. If the model is not Deployed by the end of Game Turn~4, it is removed as a casualty.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Unprofessional Courtesy
Each unit can only be chosen up to three times per Player Turn for the Deployment of models with Hidden, Surprise.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Gnasher Bait
One use only. Duration: End of Turn. Friendly Gnasher and Gnasher Dasher units within~18 gain Frenzy, and their Charge Range rolls are Maximised. Model parts with Gnasher in those units gain Fury.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
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Destiny’s Call
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
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Attack Gnasher
The wielder gains 3~additional Standard Melee Attacks, whose Strength is always~5 and Armour Penetration always~2.
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Touch of Greatness
+1~Str, +1~AP.
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Touch of Greatness
+1~Str, +1~AP.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
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Binding Scroll
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Shield Breaker
+6~AP.
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Shield Breaker
+6~AP.
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Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
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Mimic Cloak
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
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Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
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Moon Shrooms
One use only. Duration: End of Turn Cannot be activated at the same turn as . The bearer’s unit gains the effects of as if the General had used it this turn.
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Pan of Protection Pinchin’
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Pan of Protection Pinchin’
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
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Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
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Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Crown of the Wizard King
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
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Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
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Skull Fetish
During the Siphon the Veil step of your Magic Phase, the wearer may gain Channel (D3), with Duration: One Phase. If a~3 is rolled for this, all units within~6 of the wearer suffer the Witchfire Miscast effect, as if 5 dice had been used.
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Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
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Monster Munch
The bearer can cast Totemic Summon (Shamanism) as a Bound Spell (6).
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Death Cheater
+1~Arm, and Regeneration (4+).
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Death Cheater
+1~Arm, and Regeneration (4+).
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Eldritch Inscriptions
First Strike (Hatred, Zeal).
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Eldritch Inscriptions
First Strike (Hatred, Zeal).
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
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King Slayer
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Omen of the Apocalypse
+X~Att, +X~Str, and +X~AP. X is equal to the number of friendly units containing Orc that are Engaged in Combat anywhere on the Battlefield, up to a maximum of~+3.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Scroll of Draining
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Spell Scroll#1{}{~(#1)}
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Troll Hide
The bearer model’s base size is changed to 40×40 mm, its Height is set to 3, its Mobility is set to 6, and it gains Troll. (The model’s base size change cannot be ignored).
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Potion of Power Preservation
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Tazrek’s Guard
The bearer gains +1~HP, and its Resilience is set to~6.
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
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| PL | EN |
|---|---|
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Courage
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Goga Cauldron
One use only. Duration: End of Turn. May be activated at the start of any phase, or during Combat Choices: the bearer’s unit gains Fearless, Un\-stable, Dying Blow.
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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