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March","pathText":"battle march prose","type":"rule","body":"This section is not a part of the Warhammer: The Old World rulebook but is part of the Battle March: General's Companion supplement. The relevant sections of the Battle March: General's Companion have been included here."},"2":{"id":"battle-march/prose/axe-bite-pass-scenarios","path":"battle-march/prose/axe-bite-pass-scenarios","title":"Axe Bite Pass Scenarios","pathText":"battle march prose axe bite pass scenarios","type":"rule","body":"Although the great wars of the Old World are remembered for their largest and bladiest battles, it is during the smaller, oft forgotten battles where the fortunes of a campaign can change most dramatically. When Waaagh! Drazgog descended upon the Axe Bite Pass, it was the bold actions of small companies dispatched from the fortresses of Helmgart and Montfort that prevented the swift escalation of the conflict, fighting tirelessly to contain the threat and defend the region."},"3":{"id":"battle-march/prose/baggage-carts","path":"battle-march/prose/baggage-carts","title":"Baggage Carts","pathText":"battle march prose baggage carts","type":"rule","body":"Caravans of food and equipment are the lifeblood of a military campaign, and must be protected from attack as armies traverse hostile terrain. To represent this, baggage carts may be used as a secondary objective. If so, one or both players may add a baggage cart to their army for the duration of the game: Attack the Baggage: If only one player has a baggage cart, they are the defender and their opponent is the attacker, tasked with destroying enemy supplies. Guard Duty: If both players have a baggage cart, the caravan guards of two enemy armies have crossed paths with one another. Battle erupts, with the victor looting the enemy supplies. Victory Points: If a baggage cart is alive on the battlefield at the end of the game, its controlling player wins a bonus of 25 Victory Points. Otherwise, their opponent wins a bonus of 25 Victory Points. In addition: If a baggage cart is completely within the enemy's deployment zone at the end of the game, its controlling player wins a bonus of 25 Victory Points. If a baggage cart manages to escape from the battlefield, its controlling player wins a bonus of 25 Victory Points. Baggage Carts Victory Points (Warhammer Battles)"},"4":{"id":"battle-march/prose/battle-march-deployment-maps","path":"battle-march/prose/battle-march-deployment-maps","title":"Battle March Deployment Maps","pathText":"battle march prose battle march deployment maps","type":"rule","body":"Once the battlefield has been set up with terrain, and the objectives the armies will battle over, be they treasure troves or strategic landmarks, have been placed, it is time to determine which deployment map will be used. To do this, one of the players rolls on the table below: Battle March Deployment D6 Deployment Map 1 Pitched Battle 2 Close Encounter 3 Opposed Flanks 4 Meeting Engagement 5 Mountain Pass 6 Outflank Deployment Once one player has chosen which deployment map will be used, their opponent chooses their deployment zone. Then, the winner of a roll-off deploys the first unit. Finally, the players deploy their armies using the alternating units method. Alternate Deployments: Should the players wish, the Close Encounter, Opposed Flanks, Meeting Engagement and Outflank deployment maps can all easily be reversed, shifting the players' deployment from the right hand side of the battlefield to the left. Depending upon the placement of terrain, this simple change can have quite a dramatic impact upon the game and is therefore something players are encouraged to consider. If in doubt, simply roll a D6 and let fate decide. 1. Pitched Battle 2. Close Encounter 3. Opposed Flanks 4. Meeting Engagement 5. Mountain Pass 6. Outflank Alternating Units"},"5":{"id":"battle-march/prose/battle-march-magic-items","path":"battle-march/prose/battle-march-magic-items","title":"Battle March Magic Items","pathText":"battle march prose battle march magic items","type":"rule","body":"Unlike the common magic items listed in the Warhammer: the Old World rulebook, which can be used in any game, these items are created especially for games of Battle March and, as such, should only be included in muster lists written for games of Battle March. Battle March Magic Items Banner of Renown Diestro's Blade Enchanted Almanack Helm of Courage Iron-rimmed Shield Padded Hauberk Scroll of Deathly Whispers* Scroll of Fiery Convocation* Scroll of Obfuscation* Shadowed Mantle Skirmisher's Blade Talisman of Authority The All-Seeing Eye of Numas The Banner of the Bold The Ranger's Glass The Warding Talisman Thornspitter Stave Trailblazer's Hatchet Wilderness Map* Wyrdstone Shard Banner of Renown Diestro's Blade Enchanted Almanack Helm of Courage Iron-rimmed Shield Padded Hauberk Scroll of Deathly Whispers* Scroll of Fiery Convocation* Scroll of Obfuscation* Shadowed Mantle Skirmisher's Blade Talisman of Authority The All-Seeing Eye of Numas The Banner of the Bold The Ranger's Glass The Warding Talisman Thornspitter Stave Trailblazer's Hatchet Wilderness Map* Wyrdstone Shard"},"6":{"id":"battle-march/prose/clash-at-sturdham","path":"battle-march/prose/clash-at-sturdham","title":"Clash at Sturdham","pathText":"battle march prose clash at sturdham","type":"rule","body":"When armies march to war, no one is safe, for violence has a tendency to spread and infect others. When companies from Helmgart ventured into the Axe Bite Pass to battle the advancing Orcs and Goblins, they also saw evidence of Beastmen raiders, descended from the forested slopes to prey upon the innocent, obliging the warriors of the Empire to fight yet more battles. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field the Beasts of the Reikwald and the defender should field the Helmgart Wardens. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Set-up Place terrain as described. In addition, place a cluster of up to four small buildings, each measuring no more than 6' at its widest point, similar to the cluster shown on the map below, within a perimeter of fences (low linear obstacles), representing the hamlet and its boundaries. The perimeter need not be contiguous; gaps can be left, representing gateways through which units can move freely. Finally, place two treasure troves, representing wandering livestock, as shown on the map. Deployment The defender deploys their entire army first, within their deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within their deployment zone. First Turn In this scenario, the winner of a roll-off takes the first turn. Game Length The battle will last for five rounds, or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. In addition, at the end of the game each player adds together the Unit Strength of each of their models that are completely within the boundary of the village, not counting fleeing models. The player with the highest Unit Strength within the boundary controls the village and wins a bonus of 50 Victory Points. Scenario Special Rules \"Secure the Livestock!\": In this scenario, the defender scores Victory Points for controlling the treasure troves. The attacker, by contrast, can only score Victory Points for destroying the treasure troves. Placing Terrain (Battlefield Terrain) Low Linear Obstacles Treasure Troves Victory Points (Warhammer Battles) Unit Strength Raid & Burn"},"7":{"id":"battle-march/prose/controlling-objectives","path":"battle-march/prose/controlling-objectives","title":"Controlling Objectives","pathText":"battle march prose controlling objectives","type":"rule","body":"Games of Battle March represent small forces, often scouting ahead of a much larger army, as they attempt to secure resources and capture vital landmarks. To represent this, at the end of each player's turn, an objective, be it a treasure trove or a strategic landmark, can be controlled by a single unit. In order to control an objective, a unit must be within 3\" of it and have a Unit Strength of 5 or more. Units that are fleeing or that have succumbed to Stupidity cannot control an objective. If two or more eligible units are within 3\" of an objective, the closest unit controls it. If two or more eligible units are equally close to an objective, the unit with the higher Unit Strength controls it. However, should both have the same Unit Strength, the objective is 'contested' and neither unit controls it. Unit Strength"},"8":{"id":"battle-march/prose/defence-of-gemelwald","path":"battle-march/prose/defence-of-gemelwald","title":"Defence of Gemelwald","pathText":"battle march prose defence of gemelwald","type":"rule","body":"Small towns and villages are easily overrun by the advance of hostile armies, driving refugees into larger towns and cities and ceding land to the enemy. In Axe Bite Pass, whilst armies mustered at Helmgart in preparation for a great and glorious battle, Captain Weisgerber led his bold company in the defence of Gemelwald, slowing the Orc advance and liberating the villagers. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Dragog and the defender should field the Helmgart Wardens. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Set-up Place terrain as described. In addition, place a cluster of up to five buildings, each measuring no more than 6' at its widest point, within the defender's half of the battlefield, similar to the cluster shown on the map below. Should the players wish, a number of fences (low linear obstacles) can be placed down the centre of the battlefield, representing the perimeter of the village. Deployment The defender deploys their entire army first, within their deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within their deployment zone. First Turn In this scenario, the attacker takes the first turn. Game Length The battle will last for six rounds, or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. In addition, each building can be controlled as described on page 25. At the end of each player's turn, players win a bonus of 25 Victory Points for each building they control. Scenario Special Rules \"Hold Fast!\": Whilst controlling a building, defending units may re-roll any failed Panic tests. \"Ours for the Taking!\": Whilst controlling a building, attacking units may re-roll any rolls To Wound of a natural 1. Placing Terrain (Battlefield Terrain) Low Linear Obstacles Victory Points (Warhammer Battles) Panic Tests"},"9":{"id":"battle-march/prose/disruptive-weather","path":"battle-march/prose/disruptive-weather","title":"Disruptive Weather","pathText":"battle march prose disruptive weather","type":"rule","body":"Large battles in the Old World can take many hours to resolve, and weather conditions can change several times during their course, mitigating their more extreme effects. Smaller battles, by contrast, can be quite brief affairs, and extreme weather conditions can have a far greater impact. When using Disruptive Weather in your games, roll a D6 and consult the table below before deployment begins. The resulting weather effect remains in play for the duration of the game: Disruptive Weather Table D6 Result 1 Heavy Downpour: Heavy rain has turned the dry earth into an almost inescapable quagmire. All units suffer a -1 modifier to their Movement characteristic (to a minimum of 1), and units with the Swiftstride special rule are unable to use it. Even units with the Fly (X) special rule are affected, struggling to free themselves from the mud. 2 Fierce Gale: Wind roars across the battlefield, hampering the effectiveness of even the most potent ranged weapons. Reduce the range of all missile weapons with a Strength of 5 or less by 6\" (to a minimum of 3\"). 3 Scorching Heat: From clear skies the sun's rays beat relentlessly down upon the land. At the beginning of each Start of Turn sub-phase, the active player rolls a D6 for each unit in their army. On the roll of a 1, that unit has succumbed to the heat. D3 models must pass a Toughness test or lose a single Wound. Units wearing heavy armour, full plate armour or barding succumb on a roll of 1 or 2. 4 Lightning Strikes: Thunder rumbles and bolts of lightning strike from darkened storm clouds. At the beginning of each Start of Turn sub-phase, the active player rolls a D6. On a roll of 1-2, lightning strikes a single randomly determined unit belonging to that player. A unit struck by lightning suffers D6 strength 4 hits, each with an AP of -1. 5 Dust Devil: A swirling wind storm rages across the battlefield, throwing dust and debris into the air. Place a 3\" blast template, representing the dust devil, in the centre of the battlefield and scatter it 2D6\". The dust devil scatters D6\" during every Start of Turn sub-phase. Should the dust devil scatter onto a unit, move it by the smallest amount possible, in any direction, so that it can be placed on the battlefield, not touching the bases of any models. Any unit that moves through the dust devil, or that the dust devil moves over, suffers a -1 modifier to its Weapon Skill and Ballistic Skill characteristics (to a minimum of 1) until the next Start of Turn sub-phase. 6 Freezing Winds: Cold winds batter the battlefield, slowing warriors and making them reluctant to advance. At the beginning of each Start of Turn sub-phase, the active player rolls a D6 for each unit in their army. On a roll of 2+, the unit may act as normal. However, on a roll of a 1, the unit must make a Leadership test before moving, shooting, casting spells or declaring a charge. If this test is failed, the unit huddles against the cold and refuses to act. Compulsory moves, such as fleeing or Giving Ground, are unaffected. Swiftstride Fly (X) Start of Turn Heavy Armour Full Plate Armour Barding Start of Turn Armour Piercing Templates Start of Turn Start of Turn Leadership Tests Compulsory Moves Flee! Give Ground"},"10":{"id":"battle-march/prose/drazgogs-raiders","path":"battle-march/prose/drazgogs-raiders","title":"Drazgog's Raiders","pathText":"battle march prose drazgogs raiders","type":"rule","body":"On the slopes of Axe Bite Pass, isolated communities huddle, farming crops and livestock to feed the great fortresses of Helmgart and Montfort. With Waaagh! Drazgog on the rampage, companies dispatched from Helmgart hurried to protect these vulnerable settlements, guarding both their inhabitants and their stores of valuable produce. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Drazgog, and the defender should field the Helmgart Wardens or the Knights of Montfort. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Set-up Place terrain as described. In addition, place two storage barns, each measuring no more than 6' at its widest point, as shown on the map below. Each storage barn is a building full to bursting with supplies and livestock. As such, units treat the storage barns as impassable terrain. Deployment Starting with the defender, players deploy using the alternating deployment method. First Turn In this scenario, the defender takes the finst turn. Game Length The battle will last for five rounds, or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. In addition: The defender wins a bonus of 100 Victory Points if the attacker earned zero Loot Points (see below). The attacker wins a bonus of 10 Victory Points for each Loot Point they earned. Scenario Special Rules Loot the Barn: At the end of each of the attacker's turns, any of their units that has a Unit Strength of 5 or more, that is not engaged in combat, is not fleeing and that has not succumbed to Stupidity may loot a storage barn that it is in base contact with. Each time a unit loots a barn, the attacker earns 1 Loot Point. Placing Terrain (Battlefield Terrain) Impassable Terrain Alternating Units Victory Points (Battle March) Unit Strength Stupidity"},"11":{"id":"battle-march/prose/duellists-flourish","path":"battle-march/prose/duellists-flourish","title":"Duellist's Flourish","pathText":"battle march prose duellists flourish","type":"rule","body":"To fulfil this objective, you must slay either an enemy character or an enemy unit champion in a challenge. If you slew an enemy character, you win a bonus of 30 VP. If you slew an enemy unit champion, you win a bonus of 20 VP. You may only fulfil this objective once. Challenges Victory Points (Warhammer Battles)"},"12":{"id":"battle-march/prose/first-turn-battle-march","path":"battle-march/prose/first-turn-battle-march","title":"First Turn (Battle March)","pathText":"battle march prose first turn battle march","type":"rule","body":"Once deployment is complete, the winner of a roll-off chooses which player will take the first turn."},"13":{"id":"battle-march/prose/forging-a-narrative-battle-march","path":"battle-march/prose/forging-a-narrative-battle-march","title":"Forging a Narrative (Battle March)","pathText":"battle march prose forging a narrative battle march","type":"rule","body":"The following scenarios tell the stories of small conflicts within larger campaigns, desperate battles fought between rival forces over crucial resources and locations. Such battles are often left unrecorded in the histories and legends of the Old World, but their outcomes can influence the fate of entire armies. These scenarios are ideal for Battle March games, a fast-paced format played on battlefields measuring no less than 30\" x 44\" and no more than 36\" x 48\", using the core rules as laid out in the Warhammer: the Old World rulebook, in which players field smaller armies, ranging from 400 to 750 points. Players can choose one of the following scenarios to play, or they can forge their own narrative using the deployment maps, objectives and more contained elsewhere in this book. If players cannot decide which scenario to play, simply roll a D6 and consult the table below: Narrative Scenarios D6 Result 1 The Weisnicht Bridge 2 The Ambush of Bel-Cedas 3 Drazgog's Raiders 4 The Forges of Karak Ziflin 5 Clash at Sturdham 6 Defence of Gemelwald Playing Battle March The Weisnicht Bridge The Ambush of Bel-Cedas Drazgog's Raiders The Forges of Karak Ziflin Clash at Sturdham Defence of Gemelwald"},"14":{"id":"battle-march/prose/game-length-battle-march","path":"battle-march/prose/game-length-battle-march","title":"Game Length (Battle March)","pathText":"battle march prose game length battle march","type":"rule","body":"All games of Battle March last for five rounds, until one side concedes, or until the agreed time limit is reached. Conceding Time Limit"},"15":{"id":"battle-march/prose/gather-resources","path":"battle-march/prose/gather-resources","title":"Gather Resources","pathText":"battle march prose gather resources","type":"rule","body":"To fulfil this objective, you must have friendly units with a Unit Strength of 5 or more wholly within two different rocky terrain features and/or woods at the end of the game. If you fulfil this objective, you win a bonus of 30 VP. Unit Strength Victory Points (Warhammer Battles)"},"16":{"id":"battle-march/prose/general-principles-battle-march","path":"battle-march/prose/general-principles-battle-march","title":"General Principles (Battle March)","pathText":"battle march prose general principles battle march","type":"rule","body":"In every land and within every nation, barren fields lie pock-marked by the ravages of past conflict. Deep furrows tell of the deployment of mighty war machines, rough mounds and hillocks hint at the hastily dug graves of the fallen, and broken blades and rusted armour clog the topsoil, breaking ploughshares and laming cattle. Indeed, wherever a wanderer travels, the skulls of the fallen litter the ground beneath their feet, telling tales of forgotten wars, both large and small."},"17":{"id":"battle-march/prose/hold-them-back","path":"battle-march/prose/hold-them-back","title":"Hold Them Back!","pathText":"battle march prose hold them back","type":"rule","body":"To fulfil this objective, there must be no enemy units with a Unit Strength of 5 or more inside your deployment zone at the end of the game. If you fulfil this objective, you win a bonus of 75 VP. Unit Strength Victory Points (Warhammer Battles)"},"18":{"id":"battle-march/prose/landmarks","path":"battle-march/prose/landmarks","title":"Landmarks","pathText":"battle march prose landmarks","type":"rule","body":"In games of Warhammer: the Old World - Battle March, the presence of a strategic landmark upon the battlefield represents a significant feature within the local landscape. This might be a grand statue depicting noble heroes, an arcane monolith erected to channel magical energy, a lonely watchtower upon an isolated border, perhaps even the entrance to an abandoned mine or a long forgotten outhouse. Whatever the case, control of such landmarks can prove vital to the success or failure of campaigning armies. A strategic landmark is a terrain feature occupying a 100mm round base. All strategic landmarks are impassable terrain over which no line of sight can be drawn. Placement of a Strategic Landmark A strategic landmark must be placed in the centre of the battlefield, but cannot be placed within 3\" of a terrain feature or straddling a low linear obstacle. If necessary, move the terrain by the smallest possible amount to allow the strategic landmark to be placed. Unusual Properties Strategic landmarks are often possessed of highly unusual properties. Once a strategic landmark has been placed on the battlefield, before armies are deployed, one of the players rolls on the table below. If, at the end of either player's turn, a unit was determined to be in control of the strategic landmark, that unit benefits from the landmark's unusual property until the end of the next turn: Unusual Properties Table D6 Unusual Property 1-2 Magic in the Air: The Winds of Magic flow unusually around this particular strategic landmark. The controlling unit gains the Magic Resistance (-2) special rule. 3-4 Righteous Zeal: For unknown reasons, those that hold this strategic landmark feel compelled to drive away interlopers. The controlling unit gains the Frenzy special rule. 5-6 \"We're Not Leaving\": Having gained control of this strategic landmark, its defenders will stubbornly refuse to give it up. The controlling unit gains the Stubborn special rule. Battlefield Terrain Low Linear Obstacles Magic Resistance (-X) Frenzy Stubborn"},"19":{"id":"battle-march/prose/magical-mastery","path":"battle-march/prose/magical-mastery","title":"Magical Mastery","pathText":"battle march prose magical mastery","type":"rule","body":"To fulfil this objective, you must successfully cast two spells (including Bound spells) without having them dispelled by your opponent, or dispel two of your opponent's spells and without suffering a miscast yourself during the same turn. If you fulfil this objective, you win a bonus of 50 VP. Bound Spells Victory Points (Warhammer Battles)"},"20":{"id":"battle-march/prose/matched-play-battle-march","path":"battle-march/prose/matched-play-battle-march","title":"Matched Play (Battle March)","pathText":"battle march prose matched play battle march","type":"rule","body":"Warhammer: the Old World - Battle March is a format very well suited to matched play events of the type discussed in the Matched Play Guide. Games can be played in an hour or less, allowing for several rounds to be played in a single day or evening, and both battlefields and armies alike are smaller than usual, giving players more space and making it easier to travel to the venue."},"21":{"id":"battle-march/prose/matched-play-muster-lists-battle-march","path":"battle-march/prose/matched-play-muster-lists-battle-march","title":"Matched Play Muster Lists (Battle March)","pathText":"battle march prose matched play muster lists battle march","type":"rule","body":"As mentioned previously, Warhammer: the Old World - Battle March is well suited to matched play, the smaller armies required making travel easier and games quicker. Writing muster lists for these smaller armies does, however, present challenges, whilst also introducing new possibilities. The challenges are, of course, that players must make tough decisions when deciding which models to include in their armies and which to leave out. This can result in players wishing they had a few more points to spend in order to include a favourite unit, but adding those additional points and increasing the size of the games is not always the best option. Battle March games are deliberately small and, should the points limit increase too much, games become longer and battlefields much larger, defeating the purpose of the small format. With this in mind, and should they wish, event organisers can run matched play events where players are allowed to bring not one, but two muster lists, enabling them to field a broader variety of models from their collection. On one hand, this allows players to write two very different muster lists, each designed to excel in areas the other does not. However, at the event, they must decide which list to use prior to each game and, because such decisions are made without knowing which of the two muster lists their opponent will use, they risk choosing poorly. This presents a conundrum; should each muster list be a well-rounded force, capable of dealing with any enemy, or should each be more specialised, relying upon the player's luck to field the right army at the right time? Two Muster Lists At the event organisers discretion, players may be allowed to bring two muster lists to a Battle March matched play event. In such cases, the event organiser must make it clear to all attendees well in advance. Factions: Each muster list should be drawn from the same faction. In other words, each player must choose a single faction and then write two muster lists. A player cannot, for example, bring one Empire of Man army and one Warriors of Chaos army. Composition Lists: Each muster list can be written using the same composition list, or two different composition lists. For example, an Empire of Man player might write one muster list using their faction's Grand Army composition list, and the other using the Knightly Order Army of Infamy composition list. List Selection Each muster list must be used at least once over the course of the event. Prior to each game, players should share their muster lists with their opponents, giving them time to study each and making it clear which is number one and which is number two. Then, each player chooses which list to use in the game ahead in secret, both players revealing their choice simultaneously (perhaps by making a note on a piece of paper, or by revealing a concealed dice). However, in the final round of the event, players that have not already used both muster lists must use their unused list."},"22":{"id":"battle-march/prose/mustering-a-battle-march","path":"battle-march/prose/mustering-a-battle-march","title":"Mustering A Battle March","pathText":"battle march prose mustering a battle march","type":"rule","body":"In games of Warhammer: the Old World - Battle March, players field armies of between 400 points and 750 points. Exactly what size an army should be depends upon what the players prefer, and players are encouraged to play games with different points values, rising in 50 point increments from 400 to 750, to find the size of the Battle March game they enjoy the most. Muster lists for Battle March armies are written as described in the Warhammer: the Old World rulebook. However, there are a few key differences to bear in mind. Note that, should players wish, these rules can also be used when creating an Allied Contingent for a larger army. Minimum Two Units When writing your muster list for a game of Warhammer: the Old World - Battle March, your army must include a minimum of two non-character units (rather than the usual three units). Unlike when writing a muster list for a larger game, this minimum can include war machines but, as usual, cannot include swarms or war beasts. Character Limitations As with any army, an army created for Battle March must include at least one character to act as its General. However, when writing your muster list, you may not spend more than: 25% of your army's total points value on a single character. Unit Limitations By their nature, the armies represented in games of Battle March are unlikely to include huge regiments or large numbers of elite troops. To represent this, when writing your muster list, no unit may have a Unit Strength higher than 20, and you may not spend more than: 35% of your army's total points value on a single Core unit. 30% of your army's total points value on a single Special unit. 25% of your army's total points value on a single Rare or Mercenary unit. 0-X Per 1,000 Points Players of Warhammer: the Old World will already be aware that many units or options are limited to '0-X per 1,000 points, with 'X' being a number. This means that such options would not normally be allowed when writing a muster list for an army of less than 1,000 points. However, rather than preclude such fun and characterful options entirely, when writing a muster list for a game of Battle March, you may include a single such option. This might be a unit, a character or even an upgrade listed within a unit's options. For example, a player writing an Orc and Goblin Tribes muster list for a game of Battle March could include a single Goblin Rock Lobber or Doom Diver, both of which are limited to 0-1 per 1,000 points. Alternatively they could give a single Goblin Mob the Skirmishers special rule, an option limited to 0-1 unit per 1,000 points. The Muster List Creating an Allied Contingent Swarms War Beasts The General (Characters) Unit Strength"},"23":{"id":"battle-march/prose/narrative-battles-battle-march","path":"battle-march/prose/narrative-battles-battle-march","title":"Narrative Battles (Battle March)","pathText":"battle march prose narrative battles battle march","type":"rule","body":"Themed around the events described previously, when roving warbands of Orcs and Goblins emerged from the Axe Bite Pass to lay waste to the Reikland, each of the following scenarios requires the players to take on the role of either the attacker or the defender. Players can decide this between themselves, before they choose their armies, or they can roll a D6 and let fate decide, so long as both players know whether they are attacking or defending before the game begins. Battle March Armies The following scenarios can be played using any of the example muster lists presented in this book. These muster lists are ideal for games of Warhammer: the Old World - Battle March, and each represent one of the armies that fought in the Axe Bite Pass. Alternatively, players are free to use the rules on page 23 to write their own muster lists and create their own unique Battle March. Linked Scenarios Whilst each of the following scenarios can be played as a stand-alone game, players can link their games together, playing through the scenarios in the order they are presented here, with each player maintaining their role as the attacker or defender throughout. In this way, players can emulate the events described previously, culminating in the defence of the village of Gemelwald."},"24":{"id":"battle-march/prose/oddities-of-war","path":"battle-march/prose/oddities-of-war","title":"Oddities of War","pathText":"battle march prose oddities of war","type":"rule","body":"The following pages present three tables, each of which serves to highlight events that, for the most part, would have only the most minor of impacts on a large-scale battle, or perhaps even go unnoticed. But such events can have a dramatic influence on the result of a smaller melee. Disruptive Weather provides a game-long effect that can greatly change the pace and flow of the battle, from swirling wind storms that temporarily blind those they pass with barrages of dust and dirt, to torrential downpours that turn the ground underfoot into a quagmire of thick mud. Wilderness Terrain helps to reinforce not only the danger presented by the untamed wilds of the Old World, such as patches of near-impassible briar and the lairs of lurking beasts, but also unexpected blessings such as ready-made defences, or wild plants with medicinal properties. Finally, the Chaos of War table reflects the truly haphazard nature of war. When used, stray baggage carts and wandering mercenaries alike can suddenly appear on the battlefield, turning the tide just as effectively as the dwindling of ammunition or the unreliability of magic, and all in the blink of an eye. Disruptive Weather Wilderness Terrain The Chaos of War"},"25":{"id":"battle-march/prose/organising-an-event-battle-march","path":"battle-march/prose/organising-an-event-battle-march","title":"Organising An Event (Battle March)","pathText":"battle march prose organising an event battle march","type":"rule","body":"For the most part, a Battle March matched play event can be run just like any other. Obviously, the Roles & Responsibilities, as laid out in the Matched Play Guide, remain the same, as do the Universal Rules and the details of Scoring & Tiebreakers. There are, however, a few things for anyone organising a Battle March matched play event to consider. The following pages aim to address any uncertainties, whilst offering some additional ideas to consider. Army Composition Whilst matched play events often include restrictions upon muster lists, the general principles for Warhammer: the Old World - Battle March already include a number of such limitations, making further restrictions unnecessary. Magic Items & Runes Should you wish, the amount of points models can spend on magic items or runes can be reduced at a matched play event. For example, a 20% reduction would mean a model normally able to spend 50 points on magic items would be limited to just 40 points. The Field of Battle Battlefields and terrain placement for games of Battle March. However, whilst in most games it is recommended that the players should avoid any terrain that measures more than 12\" at its widest point, the organiser of a matched play event should consider reducing this limit to 8\". Scenarios & Secondary Objectives Anyone organising a Battle March matched play event has a choice to make when it comes to scenarios. Whilst the standard Battle March objectives and deployment maps presented previously are ideal, so too are the narrative scenarios included in this supplement. Organisers can also add secondary objectives to their scenarios. As well as the secondary objectives fromteh following sections, and introduce a range of Secret objectives, similar to those found in the Matched Play Guide, but designed especially for Battle March. Choosing Scenarios & Deployment Maps: As usual at a matched play event, at the start of each round the organiser must determine which scenario will be played and which objectives and/or secondary objectives will be in use. Whilst many organisers will simply choose deployment maps and objectives, or scenarios, ahead of each round, choosing at random from amongst those that have not yet been played at the beginning of each round is also highly recommended. Once a deployment map or scenario has been played, it cannot be played again unless all of the other deployment maps or scenarios have also already been played (in events that have more than six rounds, for example, in which case, the process begins again. By removing scenarios that have already been played from the selection, players are assured to experience a variety of different battles across the event. Mustering A Battle March Playing Battle March Secondary Objectives (Matched Play) Secondary Objectives (Battle March) Secret Objectives (Battle March)"},"26":{"id":"battle-march/prose/outlast-the-enemy","path":"battle-march/prose/outlast-the-enemy","title":"Outlast the Enemy","pathText":"battle march prose outlast the enemy","type":"rule","body":"Secretly nominate a friendly unit at the beginning of the game. To fulfil this objective, this unit must be alive and not fleeing at the end of the game, and have a Unit Strength of 5 or more. If you fulfil this objective, you win a bonus of 50 VP. Unit Strength Victory Points (Warhammer Battles)"},"27":{"id":"battle-march/prose/playing-battle-march","path":"battle-march/prose/playing-battle-march","title":"Playing Battle March","pathText":"battle march prose playing battle march","type":"rule","body":"Over the following sections, you will find recommended deployment maps and rules for Battle March objectives. These rules have been designed with small armies and battlefields in mind, allowing players to craft their own narrative. Battle March Battlefields Games of Battle March are played on battlefields measuring no less than 30\" × 44\" and no more than 36\" × 48\", with the smaller size being ideal for armies of between 400 and 600 points, and the larger being perfect for armies of more than 600 points. Terrain can be placed as described in the Warhammer: the Old World rulebook, or scattered, as described in the Matched Play Guide. However, due to the small size of the battlefield, players should avoid any terrain that measures more than 12\" at its widest point. Battle March Objectives Once terrain has been placed but before armies are deployed, one of the players rolls on the table below: Treasures & Landmarks D6 Objective 1-2 Place two treasure troves 3-4 Place three treasure troves 5-6 Place one strategic landmark Placing Terrain (Battlefield Terrain) Playing a Battle March (Arcane Journal: The War of Settra's Fury) Treasure Troves Treasure Troves Landmarks"},"28":{"id":"battle-march/prose/raid-and-burn","path":"battle-march/prose/raid-and-burn","title":"Raid & Burn","pathText":"battle march prose raid and burn","type":"rule","body":"Oftentimes in war, victory can be found through clandestine acts of subterfuge and sabotage, rather than through heroics on the battlefield. Rations can be spoiled with poison and waste, ammunition stores can be set ablaze and beasts of burden can be slaughtered or set free - all of which can have a lasting impact on an army's ability to progress a campaign. To represent this, Raid & Burn may be used as a secondary objective. Destroying Treasure Troves A unit with a Unit Strength of 5 or more can attempt to destroy a treasure trove by moving into base contact with it during the Remaining Moves sub-phase. Once a unit is in base contact with a treasure trove, it begins the process of destroying it, scattering the riches to be found within or spoiling food stuffs and ammunition. Whilst a unit is in the process of destroying a treasure trove, it cannot shoot and can only cast spells with a range of 'Combat' or 'Self'. If, at the beginning of their next Start of Turn sub-phase, the unit is still in base contact with the treasure trove, has a Unit Strength of 5 or more, is not engaged in combat and is not fleeing, the treasure trove is destroyed and removed from the battlefield. Victory Points: For each treasure trove a unit destroys, its controlling player wins a bonus of 30 Victory Points. Unit Strength Treasure Troves Remaining Moves Victory Points (Warhammer Battles)"},"29":{"id":"battle-march/prose/random-happenings","path":"battle-march/prose/random-happenings","title":"Random Happenings","pathText":"battle march prose random happenings","type":"rule","body":"Lengthy campaigns can lead warriors to encounter many strange places and situations. When roving warbands clash with the vanguards of advancing armies upon unprepared ground, dangerous terrain, unexpected encounters with ferocious monsters, unpredictable weather, and even the arrival of wandering mercenaries of questionable loyalties can all conspire to complicate the battle. Such unexpected and disruptive occurrences are ideally suited to, and easily represented in, games of Warhammer: the Old World - Battle March, making such games endlessly exciting and chaotic."},"30":{"id":"battle-march/prose/reconnoitre","path":"battle-march/prose/reconnoitre","title":"Reconnoitre","pathText":"battle march prose reconnoitre","type":"rule","body":"To fulfil this objective, you must have a unit with a Unit Strength of 5 or more within 3\" of a board edge within your opponent's deployment zone at the end of the battle. If you fulfil this objective, you win a bonus of 20 VP. Unit Strength Victory Points (Warhammer Battles)"},"31":{"id":"battle-march/prose/scouting-the-area","path":"battle-march/prose/scouting-the-area","title":"Scouting the Area","pathText":"battle march prose scouting the area","type":"rule","body":"At the beginning of the game, secretly nominate a terrain feature. To fulfil this objective, you must have a friendly unit with a Unit Strength of 5 or more completely within the nominated feature when the game ends. If you fulfil this objective, you win a bonus of 25 VP. Unit Strength Victory Points (Warhammer Battles)"},"32":{"id":"battle-march/prose/secondary-objectives-battle-march","path":"battle-march/prose/secondary-objectives-battle-march","title":"Secondary Objectives (Battle March)","pathText":"battle march prose secondary objectives battle march","type":"rule","body":"Whilst the goal of the majority of conflicts is to see the enemy routed from the field and to secure locations of logistical and tactical importance, there are often other angles being worked by agents on both sides. Be it the acquisition of a particular resource, the elimination of an experienced enemy commander or striking out at the enemy's own supply chain, there are many reasons for the vanguard of a campaigning army to meet their foe in battle."},"33":{"id":"battle-march/prose/secret-objectives-battle-march","path":"battle-march/prose/secret-objectives-battle-march","title":"Secret Objectives (Battle March)","pathText":"battle march prose secret objectives battle march","type":"rule","body":"While the overall objective of a campaign might be to conquer a new region of territory, liberate the land from a cruel invader or vanquish a terrible foe, there are many other considerations taken into account by those in command. Alongside these lofty ambitions, there are personal agendas that generals and kings seek to accomplish, sending bands of daring heroes or gangs of misfit troops to enact their wishes. Meanwhile, conniving viziers and scheming wizards dispatch their own agents to further causes unknown to their royal patrons and noble leaders. Well-Laid Ambush Scouting the Area Duellist's Flourish Slay the Beast Hold Them Back! Reconnoitre Outlast the Enemy Gather Resources Magical Mastery Seize the Tower Well-Laid Ambush Scouting the Area Duellist's Flourish Slay the Beast Hold Them Back! Reconnoitre Outlast the Enemy Gather Resources Magical Mastery Seize the Tower"},"34":{"id":"battle-march/prose/seize-the-tower","path":"battle-march/prose/seize-the-tower","title":"Seize the Tower","pathText":"battle march prose seize the tower","type":"rule","body":"To fulfil this objective, you must have a friendly unit controlling a strategic location or a building at the end of the game. If you fulfil this objective, you win a bonus of 40 VP. Victory Points (Warhammer Battles)"},"35":{"id":"battle-march/prose/slay-the-beast","path":"battle-march/prose/slay-the-beast","title":"Slay the Beast","pathText":"battle march prose slay the beast","type":"rule","body":"To fulfil this objective, you must kill a unit in your opponent's army whose troop type is monster, monstrous infantry or monstrous cavalry. Any such enemy units that have fled off the battlefield, or that are fleeing at the end of the battle, count towards fulfilling this objective. If you fulfil this objective, you win a bonus of 50 VP. Monsters Monstrous Infantry Monstrous Cavalry Victory Points (Warhammer Battles)"},"36":{"id":"battle-march/prose/the-ambush-of-bel-cedas","path":"battle-march/prose/the-ambush-of-bel-cedas","title":"The Ambush of Bel-Cedas","pathText":"battle march prose the ambush of bel cedas","type":"rule","body":"During times of war, caravans carrying vital supplies and rations fall prey not just to bandits, but to the outriders of advancing armies. In Axe Bite Pass, one such caravan targeted by rampaging Orcs belonged to the Elves of Ulthuan, their mysterious business causing a regiment of soldiers to venture far from the ports of the Empire, into the Grey Mountains, and into unexpected peril. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Drazgog, and the defender should field the Warriors of Ulthuan. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Whichever armies are fielded, the defender's army is accompanied by two baggage carts, each represented by a miniature diorama or an appropriate model occupying a 60 × 100 mm base. Set-up Place terrain as described. Deployment The defender deploys their entire army, including their baggage carts, first, within their deployment zone, as shown on the map below. The attacker may deploy any number of units in their deployment zone. Any units the attacker does not wish to deploy may be held in reserve, the better to ambush the defenders. First Turn In this scenario, the attacker takes the first turn. Game Length The battle will last for five rounds or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. Victory Points are won for baggage carts as described here. Scenario Special Rules \"It's an Ambush!\": From the second round onwards, any attacking units that are held in reserve may enter the battle as reinforcements during the Compulsory Moves sub-phase of any of the attacker's turns. Units entering the battle as reserves may be placed on any long edge of the battlefield, chosen by the attacking player, but cannot be placed within 4\" of an enemy model. Baggage Carts Placing Terrain (Battlefield Terrain) Victory Points (Battle March) Baggage Carts Reinforcements Compulsory Moves"},"37":{"id":"battle-march/prose/the-chaos-of-war","path":"battle-march/prose/the-chaos-of-war","title":"The Chaos of War","pathText":"battle march prose the chaos of war","type":"rule","body":"If the unpredictable nature of war was not already difficult for commanders to navigate, there are many factors associated with leading small forces in the wilderness that can have a dramatic impact upon the outcome of not only a single battle, but the direction of an entire campaign. When using the Chaos of War in your games, from their second turn onwards, the player who took the first turn rolls a D6 at the beginning of each of their Start of Turn sub-phases. If the number rolled is equal to or lower than their current turn number, their opponent rolls a D6 on the table below, re-rolling any results rolled previously: Chaos of War Table D6 Result 1 Aetheric Instability: For unknown reasons, the Winds of Magic bluster unpredictably. Whenever a player makes a Casting roll, any roll of a natural double 1, 2 or 3 will result in a miscast, and any roll of a natural double 4, 5 or 6 will result in a perfect invocation. 2 Misplaced Resources: In the chaos of war, supplies are easily misplaced. Roll a Scatter dice in the centre of the table and follow the arrow to the battlefield's edge. This is the point at which a lost baggage cart suddenly arrives upon the battlefield. The winner of a roll-off is the owner of this lost cart, tasked with reclaiming and defending it (see Attack the Baggage). Their opponent is tasked with attacking and destroying it. 3 Dwindling Ammunition: Whilst warbands patrol the wilderness, their ammunition becomes increasingly scarce. Units armed with missile weapons can only shoot them every second turn. In other words, if a unit shoots a missile weapon during its first turn, it cannot shoot that weapon again until its third turn. 4 Treasures of the Backcountry: The battle takes place in a region replete with natural resources. For this battle, treasure troves are worth 20 Victory Points and strategic landmarks are worth 50 Victory Points. 5 Drawn-out Conflict: Whilst most small battles are short, some can become prolonged battles of attrition. Unless one side concedes or the agreed time limit is reached, this game will last for six rounds, rather than the usual five. 6 Wandering Mercenaries: A band of mercenaries approaches the battlefield, offering their services to the highest bidder. The winner of a roll-off gains a unit of ten Wandering Mercenaries, armed either with hand weapons and shields, or with hand weapons and shortbows. In the case of a tie, both players gain a unit of Wandering Mercenaries. Wandering Mercenaries arrive immediately as reinforcements from any point on the battlefield edge, not within either player's deployment zone. For the purposes of calculating Victory Points, this unit is worth 50 points. Casting Roll, Casting Result & Casting Value Miscast Perfect Invocations Baggage Carts Victory Points (Warhammer Battles) Wandering Mercenaries Hand Weapon Shield Shortbow"},"38":{"id":"battle-march/prose/the-forges-of-karak-ziflin","path":"battle-march/prose/the-forges-of-karak-ziflin","title":"The Forges of Karak Ziflin","pathText":"battle march prose the forges of karak ziflin","type":"rule","body":"North of Axe Bite Pass, the Dwarfs of Karak Ziflin operate many mines and workshops, trading their wares with Bretonnia and the Empire, as well as with the scattered settlements throughout the pass. To the Orcs of Waaagh! Drazgog, such workshops and forges were valuable prizes, filled with weapons and armour, obliging the Dwarfs to defend their interests more than once. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Drazgog or the Beasts of the Reikwald, and the defender should field the Throng of Karak Ziflin. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Set-up Place terrain as described. In addition, place a single blacksmith's forge, measuring no more than 6\" at its widest point, as shown on the map below. The forge is a small building occupied by a blacksmith's workshop. As such, units treat the forge as impassable terrain. Deployment Starting with the attacker, players deploy using the alternating deployment method. First Turn In this scenario, the defender takes the first turn. Game Length The battle will last for five rounds, or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. In addition, the blacksmith's forge is a strategic landmark and can be controlled as described on page 25. At the end of each player's turn, if one player controls the forge, they win a bonus of 25 Victory Points. Scenario Special Rules \"Plenty o' Sharp Stuff\": The blacksmith's forge is a strategic landmark. However, instead of rolling a D6 prior to deployment to determine its unusual property, a unit that controls it gains the Armour Bane (1) special rule. Should a unit cease to control the forge, it immediately loses this special rule. Placing Terrain (Battlefield Terrain) Impassable Terrain Alternating Units Victory Points (Battle March) Landmarks Armour Bane (X)"},"39":{"id":"battle-march/prose/the-weisnicht-bridge","path":"battle-march/prose/the-weisnicht-bridge","title":"The Weisnicht Bridge","pathText":"battle march prose the weisnicht bridge","type":"rule","body":"River crossings are often the sites of significant battles when armies march to war. When Orc and Goblin raiders led L by Drazgog Skullsmasha invaded Axe Bite Pass, it was at the Weisnicht bridge, spanning the River Schilder, that Sergeant Anselm Kemp of the Empire fought the Ore Boss Ritzog in single combat, slowing the Orc advance and buying his comrades time to form their battlelines. Attacker & Defender To best represent the events that unfolded in Axe Bite Pass, the attacker should field Waaagh! Drazgog, and the defender should field the Helmgart Wardens. Alternatively, the players may use a different example muster list, or they may write their own using armies of their choosing. Set-up Place terrain as described. In addition, place a river measuring between 3\" and 6\" wide along the centre of the battlefield. A river is dangerous terrain. At the centre of the battlefield, as shown on the map below, a bridge or ford (open ground) no wider than 8\" spans the river. Deployment Starting with the attacker, players deploy using the alternating deployment method. First Turn In this scenario, which player takes the first turn is determined by the The Ambush of Bel-Cedas' scenario special rule. Game Length The battle will last for five rounds, or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine the winner. Scenario Special Rules Clash of Steel: Before the first turn, both players must nominate any one model with a Wounds characteristic of 1, and whose troop type is infantry or cavalry, from within their army to fight in a duel. The chosen combatants are placed in base contact with one another in the centre of the bridge (or ford) and fight as many rounds of combat as necessary to determine a victor. Once a victor has been determined, that model is returned to its unit and its controlling player takes the first turn. If both champions are slain, the players must roll-off as normal. The loser is slain and removed from play. Note that if a Bretonnian army wins the duel, it counts as having prayed for the Blessings of the Lady. Placing Terrain (Battlefield Terrain) Dangerous Terrain Alternating Units Victory Points (Battle March) Infantry Cavalry Blessings of the Lady"},"40":{"id":"battle-march/prose/treasure-troves","path":"battle-march/prose/treasure-troves","title":"Treasure Troves","pathText":"battle march prose treasure troves","type":"rule","body":"Represented by a number of miniature dioramas, each occupying a 40mm round base, treasure troves are a type of battlefield decoration. They can represent many things that the armies are keen to obtain, such as piles of loot, supplies of vittles, or caches of weapons. They may even represent such things as wounded comrades, messengers or spies carrying vital information. Placement off Treasure Troves Treasure troves are placed as shown on the maps opposite, but cannot be placed within 3\" of a terrain feature or straddling a low linear obstacle. If necessary, move the terrain by the smallest possible amount to allow the treasure trove to be placed. Battlefield Decoration Battlefield Terrain Low Linear Obstacles"},"41":{"id":"battle-march/prose/using-random-happenings","path":"battle-march/prose/using-random-happenings","title":"Using Random Happenings","pathText":"battle march prose using random happenings","type":"rule","body":"Before playing a game of Battle March, the players should decide if they will include Random Happenings or not. If they wish to include them, they should choose one of the tables in the following sections: Disruptive Weather, Wilderness Terrain and Chaos of War. If the players cannot agree which table to use, simply roll a D3 and let fate decide. Whilst it is recommended that players choose to use just one of the Random Happenings tables for the sake of simplicity, there is nothing to stop them using two, or even all three tables at once, adding further variety and chaos. Each of the Random Happenings tables is accompanied by guidance on when rolls should be made and by which player. Matched Play: If you are organising a Warhammer: the Old World - Battle March matched play event, you may wish to include Random Happenings, possibly even switching between tables each round. This is encouraged but, for ease, which tables are in use should be decided beforehand. Disruptive Weather Wilderness Terrain The Chaos of War Matched Play (Battle March)"},"42":{"id":"battle-march/prose/using-secondary-objectives-battle-march","path":"battle-march/prose/using-secondary-objectives-battle-march","title":"Using Secondary Objectives (Battle March)","pathText":"battle march prose using secondary objectives battle march","type":"rule","body":"The secondary objectives that follow can be used in conjunction with any of the deployment maps and Battle March objectives given previously. Should players wish, they can use one or both of the following secondary objectives. These are Raid & Burn and Baggage Carts, and Victory Points are won for them as described in the following sections. Raid & Burn Baggage Carts Victory Points (Warhammer Battles)"},"43":{"id":"battle-march/prose/using-secret-objectives-battle-march","path":"battle-march/prose/using-secret-objectives-battle-march","title":"Using Secret Objectives (Battle March)","pathText":"battle march prose using secret objectives battle march","type":"rule","body":"Anyone organising a Battle March matched play event may choose to use Secret objectives, adding further tactical challenges for players and awarding additional Victory Points upon their completion. The twist is that not all Secret objectives are achievable by every army or in every game, because with each passing round the players must choose a single objective from a diminishing pool: When writing their muster lists) for a matched play event at which Secret objectives are in use, each player must choose a number of Secret objectives from those detailed opposite, equal to the number of games scheduled. At the start of each game, each player must choose one of their Secret objectives and make a note of it on a piece of paper, which should then be placed face-down at the edge of the battlefield, in sight of their opponent. At the end of the game, when calculating Victory Points, both players reveal their Secret objective. If either has achieved theirs, they win a VP bonus as stated in that objective's description. After each round, when submitting results to the scorekeeper, each player must also record which Secret objective they chose for that round, and whether they were successful in achieving it. Players are free to remind themselves of their objective at any time, but must ensure it is returned to the edge of the battlefield once they have done so. Once a Secret objective has been selected, it cannot be selected again for the remainder of the event. Pick-up Games Should you wish, Secret objectives can be used in stand alone games played amongst friends at a local club, often called 'pick-up games'. To do so, randomly generate a pool of three Secret objectives and choose one of them for the game ahead. In the unlikely event that all of the Secret objectives you have drawn are impossible to score, show them to your opponent and then randomly generate a new pool of objectives. The Importance of Secrecy As their name would suggest, Secret objectives should be kept secret from your opponent until the end of the game when calculating VP. This not only adds further drama and suspense to the game, but also ensures that your opponent has to keep guessing as to what your Secret objective might be. If you are able to, feigning an attempt at a different Secret objective can mislead your opponent and bait them into committing resources to stopping the wrong Secret objective. Victory Points (Warhammer Battles)"},"44":{"id":"battle-march/prose/victory-points-battle-march","path":"battle-march/prose/victory-points-battle-march","title":"Victory Points (Battle March)","pathText":"battle march prose victory points battle march","type":"rule","body":"To stand victorious in a game of Battle March a player must win the most Victory Points. However, Battle March armies are seldom led by mighty heroes. This, combined with the smaller size of the battlefields and the significance of objectives, necessitates some subtle changes in how Victory Points are scored: Dead or Fled: Victory Points are won by destroying, routing or significantly reducing the fighting strength of enemy units. The King is Dead: If the enemy General is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 50 Victory Points. Trophies of War: You win a bonus of 25 Victory Points for every enemy standard claimed as a trophy. Additionally, if the enemy Battle Standard Bearer is slain, has fled off the battlefield or is fleeing when the game ends, you win another bonus of 25 Victory Points. Treasure Troves: At the end of each player's turn, a player wins a bonus of 10 Victory Points for each treasure trove they control. Strategic Landmarks: At the end of each player's turn, if one player controls a strategic landmark, they win a bonus of 25 Victory Points. Victory Points (Warhammer Battles) Dead or Fled (Warhammer Battles) The General (Characters) Trophies of War (Command Groups) Treasure Troves Landmarks"},"45":{"id":"battle-march/prose/well-laid-ambush","path":"battle-march/prose/well-laid-ambush","title":"Well-Laid Ambush","pathText":"battle march prose well laid ambush","type":"rule","body":"To fulfil this objective, you must cause an enemy unit to Fall Back in Good Order or flee during any Shooting phase. If you fulfil this objective, you win a bonus of 20 VP. Fall Back in Good Order The Shooting Phase Victory Points (Warhammer Battles)"},"46":{"id":"battle-march/prose/wilderness-terrain","path":"battle-march/prose/wilderness-terrain","title":"Wilderness Terrain","pathText":"battle march prose wilderness terrain","type":"rule","body":"Skirmishes between small forces often take place in inhospitable terrain; in shadowed forests, upon boulder-strewn slopes and so forth. Such battlefields are often rife with unexpected dangers. When using Wilderness Terrain in your games, units that end their movement within any natural terrain feature (such as woods, rocky outcroppings, marshland, etc.) or that are deployed within a natural terrain feature, discover its properties by rolling a D6 on the table below. Wilderness Terrain Table D6 Result 1 Briar Patch: Thick thorns and brambles tear at flesh and clothing alike. A briar patch is difficult terrain. However, units that advance recklessly are likely to suffer harm. To represent this, units that march, charge, flee or pursue through a briar patch treat it as dangerous terrain. 2 Defensive Position: Tumbled boulders and thick brush form a naturally defensible position. A unit occupying this terrain feature counts as defending a low linear obstacle. In addition, any unit that charges a unit occupying this terrain feature becomes Disrupted. 3 Toxic Spores: The air fills with spores, causing warriors to collapse to the ground. Each model that ends its Movement completely within this terrain feature must make a Toughness test. If this test is failed, the model is overwhelmed by choking spores and loses a single Wound. 4 Lingering Magic: Ancient power clings to the battlefield, calming the Winds of Magic. Units within this terrain feature gain Magic Resistance (-1). 5 Healing Herbs: Certain herbs possess magical healing properties. Immediately after this result is rolled, and during every subsequent Start of Turn sub-phase, a single model that is within this terrain feature, that is not engaged in combat, is not fleeing, and has not succumbed to Stupidity, regains a single lost Wound. 6 Troll's Lair: Enraged at being disturbed, a fearsome Troll attacks unexpectedly! Place an Enraged Troll in base contact with the front arc of the unit that discovered it. If a unit of Skirmishers discovered the Troll, form them up before placing the Troll in base contact with them. The Troll counts as having charged and, due to its surprise appearance, has an Initiative characteristic of 10. Immediately fight a round of combat between the Troll and the unit. If the unit wins, the Troll is removed from play, rendering its lair unoccupied, and the unit restrains and reforms. If the Troll wins, it will not follow up or pursue, returning instead to its lair, where it will remain to defend it again if disturbed by another unit. Dangerous Terrain Disrupted Units Magic Resistance (-X) Start of Turn Stupidity Enraged Troll Skirmish Formation"},"47":{"id":"battlefield-terrain/prose","path":"battlefield-terrain/prose","title":"Battlefield Terrain","pathText":"battlefield terrain prose","type":"rule","body":"Terrain plays an important role in games of Warhammer: the Old World, helping to set the scene and evoke the feeling of a battle fought in a fantasy realm. Whilst battlefields need not be densely covered in terrain, carefully placed and thematic terrain is essential, and cunning generals will learn to use it to their advantage."},"48":{"id":"battlefield-terrain/prose/arboreal-gloom","path":"battlefield-terrain/prose/arboreal-gloom","title":"Arboreal Gloom","pathText":"battlefield terrain prose arboreal gloom","type":"rule","body":"Woods of any size are dark places, filled with branches and trailing vines. Seeing clearly through such arboreal gloom is difficult to say the least. If a wood lies between two models and if neither model is within the wood, a line of sight can only be drawn between them if an uninterrupted line can be drawn between their bases without crossing over or through the wood."},"49":{"id":"battlefield-terrain/prose/arcane-monolith","path":"battlefield-terrain/prose/arcane-monolith","title":"Arcane Monolith","pathText":"battlefield terrain prose arcane monolith","type":"rule","body":"All across the world are areas where magical energy pools and gathers. Over the years, many races have attempted to tap into this mystical power source. An arcane monolith can take many forms, from Elven waystones to Beastmen herdstones and Chaos altars. Controlling An Arcane Monolith An arcane monolith is controlled by proximity. \"A Tingle in the Air\" The air around the arcane monolith tingles strangely, and those that stand too close report of a funny taste in their mouth. The unit that controls an arcane monolith gains Magic Resistance (-1). Locus of Power Wizards are able to draw upon the power that seeps from the monolith, channelling it into their spells. If the arcane monolith is controlled by a Wizard, that Wizard may re-roll a single dice that rolls a natural 1 when making any Casting roll. Victory Points Controlling an important landmark is a significant achievement. To represent this, if either player controls this special feature at the end of the battle, that player is awarded a bonus of 50 Victory Points. Proximity"},"50":{"id":"battlefield-terrain/prose/battlefield-decoration","path":"battlefield-terrain/prose/battlefield-decoration","title":"Battlefield Decoration","pathText":"battlefield terrain prose battlefield decoration","type":"rule","body":"Very small decorative elements of terrain less than 2\" across at their widest point, such as a stack of barrels or a roadside shrine, are called 'battlefield decorations'. Such small features can be added to the battlefield in the same way as terrain and in the same quantities. In addition, some scenarios might specify that a number of battlefield decorations be included as objectives or as part of the narrative element of the scenario. Due to their small size, battlefield decorations rarely interfere with a battle. They are ignored for the purposes of both movement and combat, as if they were not there. Should the presence of such a battlefield decoration ever interfere with the positioning of units, simply make note of its position and move it aside, replacing it when it is convenient to do so. However, they may obscure a line of sight."},"51":{"id":"battlefield-terrain/prose/benefits-of-control","path":"battlefield-terrain/prose/benefits-of-control","title":"Benefits of Control","pathText":"battlefield terrain prose benefits of control","type":"rule","body":"Controlling a special feature grants a unit certain benefits which will often extend to other units in the same army. However, the benefits of controlling a special feature last only whilst it is controlled."},"52":{"id":"battlefield-terrain/prose/beyond-the-crest","path":"battlefield-terrain/prose/beyond-the-crest","title":"Beyond the Crest","pathText":"battlefield terrain prose beyond the crest","type":"rule","body":"For all the advantages they offer, few things obstruct line of sight better than a hill. To represent this, if a hill lies between two models and if neither model is upon the hill, a line of sight can only be drawn between them if an uninterrupted line can be drawn between their bases without crossing over or through the hill."},"53":{"id":"battlefield-terrain/prose/buildings","path":"battlefield-terrain/prose/buildings","title":"Buildings","pathText":"battlefield terrain prose buildings","type":"rule","body":"Buildings offer shelter and protection to soldiers and civilians alike and allow the safe storage of vital goods. Thus, in times of war, securing buildings in order to defend or destroy them is key to victory. But battles in the Old World seldom take place in urban environments. Large regiments prefer battling across open ground to skulking within buildings. Accordingly, buildings in games of Warhammer: the Old World are usually treated as impassable terrain. However, should the players agree, buildings that measure at least 4\" at their widest point may be designated as occupiable? Occupiable Buildings Such a building can be occupied by a unit whose troop type is 'infantry, with a Unit Strength of 20 or less. A unit may occupy a building by moving into base contact with it during the Remaining Moves sub-phase of its Movement phase. Once the units movement is complete, remove it from the table and make a note that it now occupies the building. All measurements to or from a unit that occupies a building are made to or from the building itself. A unit that occupies a building has a 360° vision arc and can draw a line of sight over or through other models. Leaving a Building: Unless it is fleeing, a unit can leave a building during the Remaining Moves sub-phase of its Movement phase, by making a follow up move, or by pursuing an enemy. Simply place the unit back on the table so that at least one model is in base contact with the building. The unit's movement then ends. Whilst a unit occupies a building, it cannot declare a charge. Flee! A unit that flees whilst occupying a building does not move. The unit counts as fleeing and must rally as normal, but will hide behind the safety of the walls. Buildings & Shooting Shooting from a Building: Some buildings have upper-storey windows or flat rooftops, making them advantageous to missile troops. To represent this, up to half (50%) of the models occupying a building can shoot (and cast spells). Shooting at a Building: Any model that can draw a line of sight to an occupied building can target the unit that occupies it. However, the unit is considered to be behind full cover. Templates: Should an occupied building be hit by a template, every model within it risks being hit. However, due to the protection offered by the walls, they are hit on a D6 roll of 5+, rather than the usual 4+. \"Incoming\": Should an occupied building be hit by a cannon, the unit within it suffers D3 Strength 4 hits, each with an AP of -1, as stones and shrapnel explode from the structure. The cannonball then stops immediately. Buildings & Combat Assaulting a Building: When an enemy unit charges a unit within a building, it charges the building itself rather than the models) within it. Whilst engaged in combat, both units are considered to be in Skirmish formation (regardless of their actual formation). However, due to the close confines of the tower, only five models from either unit can join the fighting rank. Nowhere to Run: A unit that occupies a building will not Give Ground or Fall Back in Good Order. Instead, the unit holds its ground and the combat continues. Should a unit occupying a building Break and flee from combat, it will find itself trapped within the walls, unable to escape quickly. Such units are completely destroyed and removed from play. In such cases, a unit belonging to the winning side may choose to take occupancy of the building."},"54":{"id":"battlefield-terrain/prose/categories-of-terrain","path":"battlefield-terrain/prose/categories-of-terrain","title":"Categories of Terrain","pathText":"battlefield terrain prose categories of terrain","type":"rule","body":"Terrain is divided into seven categories: open ground, difficult, dangerous and impassable terrain, linear obstacles (including both low and high), woods and hills."},"55":{"id":"battlefield-terrain/prose/combining-terrain-categories","path":"battlefield-terrain/prose/combining-terrain-categories","title":"Combining Terrain Categories","pathText":"battlefield terrain prose combining terrain categories","type":"rule","body":"Whilst most terrain features will fall neatly into one category, many will not. A hill may feature an impassable cliff on one side; a wooden fence may run through a forest, and so on. Whenever a terrain feature combines two terrain categories, the players should agree upon how to deal with it before the game starts. In most cases, this will be quite simple. If one side of a hill is a steep cliff, for example, it can be agreed that, on that side, the hill counts as impassable terrain."},"56":{"id":"battlefield-terrain/prose/controlling-a-special-feature","path":"battlefield-terrain/prose/controlling-a-special-feature","title":"Controlling a Special Feature","pathText":"battlefield terrain prose controlling a special feature","type":"rule","body":"Special features can be controlled by units and, therefore, by the army the unit belongs to. There are two ways in which a unit can control a special feature: proximity and occupancy."},"57":{"id":"battlefield-terrain/prose/dangerous-terrain","path":"battlefield-terrain/prose/dangerous-terrain","title":"Dangerous Terrain","pathText":"battlefield terrain prose dangerous terrain","type":"rule","body":"Some terrain can present a very real risk to life and limb. This might include particularly rocky ground, deep swamps, fast flowing rivers, and even unnatural or magical terrain features. Particularly dense and dangerous woods or steep and rock strewn hills can also be counted as dangerous terrain. Dangerous terrain hinders movement just like difficult terrain. In addition, any model (on its own or within a unit) that either begins its movement in dangerous terrain, passes through dangerous terrain during its movement, or ends its movement in dangerous terrain must make a Dangerous Terrain test. To make a Dangerous Terrain test, roll a D6. On a roll of 2+, the model successfully negotiates the dangers of the terrain without incident. On a roll of 1, the model has suffered a terrible mishap and loses a single Wound. For the purposes of combat, dangerous terrain is treated as difficult terrain. Note that a model must make a Dangerous Terrain test for each separate dangerous terrain feature it encounters during a single move."},"58":{"id":"battlefield-terrain/prose/dark-ruins","path":"battlefield-terrain/prose/dark-ruins","title":"Dark Ruins","pathText":"battlefield terrain prose dark ruins","type":"rule","body":"The Old World is littered with dark and mysterious ruins, forgotten relics of bygone eras. A dark aura invariably surrounds such tumbled down stones, and coiling mists hang around their edges. Dark ruins might include the remnants of collapsed walls standing in a forbidding forest dell, a rune-etched trilithon, or the desecrated tombs and mausoleums of a Garden of Morr. Controlling Dark Ruins Dark ruins are a building (impassable terrain) that can be occupied by a unit whose troop type is infantry and which has a Unit Strength of 20 or less, or by a character model of any troop type. Dark ruins are controlled by a unit that occupies them. Dark Aura If the unit occupying the dark ruins causes Fear or Terror, all enemy units must apply a -1 modifier to their Leadership characteristic when making a Leadership test due to Fear or Terror caused by the unit. If the unit occupying the dark ruins does not cause either Fear or Terror, it becomes immune to both Fear and Terror. Defended Position When an enemy unit charges a unit within dark ruins, it charges the feature itself rather than the model(s) within it. When charged in this way a unit treats all of its arcs as a front arc, meaning the enemy unit can claim no bonuses for a flank or rear charge. A unit that occupies dark ruins is always considered to be behind a defended low linear obstacle. Duck & Cover A unit that flees whilst occupying dark ruins does not move. The unit counts as fleeing and must rally as normal but, rather than run away, will seek cover in the safety of the walls. In combat, a unit occupying dark ruins will not Give Ground or Fall Back in Good Order. Instead, the unit holds its ground and the combat continues. Should a unit occupying dark ruins Break and flee from combat, it is completely destroyed and removed from play. Huddled Together Should dark ruins ever be hit by a template, every model currently occupying it is considered to be underneath the template and risks being hit. However, due to the protection offered by the walls of the feature, they are hit on a D6 roll of 5+, rather than the usual 4+. \"Incoming!\" Should dark ruins ever be hit by a cannon whilst occupied, the unit within it suffers D3 Strength 4 hits, each with an AP of -1, as stones and shrapnel explode from the structure. The cannonball then stops immediately. Victory Points Controlling an important landmark is a significant achievement. To represent this, if either player controls this special feature at the end of the battle, that player is awarded a bonus of 100 Victory Points. Infantry Unit Strength Fear Terror Templates"},"59":{"id":"battlefield-terrain/prose/defended-low-linear-obstacles","path":"battlefield-terrain/prose/defended-low-linear-obstacles","title":"Defended Low Linear Obstacles","pathText":"battlefield terrain prose defended low linear obstacles","type":"rule","body":"A unit behind a low linear obstacle can defend it by moving its front rank into base contact with the obstacle. Enemies can charge the defenders as normal but do not have to physically cross the obstacle. Instead, the front rank of a charging unit moves into base contact with the opposite side of the obstacle. Unless it has the Fly (X) special rule, a unit that charges an enemy behind a defended low linear obstacle makes a disordered charge. Low Linear Obstacles Fly (X) Disordered Charges"},"60":{"id":"battlefield-terrain/prose/difficult-terrain","path":"battlefield-terrain/prose/difficult-terrain","title":"Difficult Terrain","pathText":"battlefield terrain prose difficult terrain","type":"rule","body":"This includes any rough ground that might cause those attempting to cross it to struggle. This can include scrub, rocky ground, shallow streams or fords, even thick mud. Most woods will also count as difficult terrain. If any part of a unit moves through difficult terrain, that unit suffers a -1 modifier to its Movement characteristic (to a minimum of 1). This modifier is applied whether the unit begins its movement in difficult terrain, passes through difficult terrain during its movement, or ends its movement in difficult terrain. Should a unit charge through difficult terrain, it makes its Charge roll as normal by rolling 2D6, but must discard the highest result, rather than the lowest. Therefore, when charging through terrain, the lowest result is the result of the Charge roll. Finally, a unit that ends its movement or begins a Combat phase with a quarter (25%) or more of its models within difficult terrain becomes Disrupted and cannot claim a Rank Bonus."},"61":{"id":"battlefield-terrain/prose/high-linear-obstacles","path":"battlefield-terrain/prose/high-linear-obstacles","title":"High Linear Obstacles","pathText":"battlefield terrain prose high linear obstacles","type":"rule","body":"For the purposes of movement and combat, high linear obstacles, such as castle walls, are treated as impassable terrain. Impassable Terrain (Movement)"},"62":{"id":"battlefield-terrain/prose/hills","path":"battlefield-terrain/prose/hills","title":"Hills","pathText":"battlefield terrain prose hills","type":"rule","body":"Hills are tactically important positions. Not only do they offer bonuses in combat to the unit that holds the high ground, they confer bonuses to shooting, allowing an additional rank to shoot. Hills in general are treated as open ground."},"63":{"id":"battlefield-terrain/prose/how-much-terrain","path":"battlefield-terrain/prose/how-much-terrain","title":"How Much Terrain?","pathText":"battlefield terrain prose how much terrain","type":"rule","body":"If there is too much terrain, units will struggle to manoeuvre. If there is too little, the battlefield will be sparse and uninteresting. The best guide is to use one terrain feature per 12\" of longest table edge (rounded up to the nearest 12\"). For example, if the longest table edge is 72\", six features should suffice."},"64":{"id":"battlefield-terrain/prose/impassable-terrain","path":"battlefield-terrain/prose/impassable-terrain","title":"Impassable Terrain","pathText":"battlefield terrain prose impassable terrain","type":"rule","body":"Impassable terrain is any terrain that completely blocks movement. This includes rock spires, deep rivers, sheer cliffs and most buildings, as well as high linear obstacles such as castle walls and fortifications. Impassable terrain cannot be crossed during the course of a battle – units must go around it. In addition, if it is not possible to align a charging unit to the enemy unit due to the presence of impassable terrain, the charging unit has made a disordered charge. Disordered Charges"},"65":{"id":"battlefield-terrain/prose/linear-terrain-features","path":"battlefield-terrain/prose/linear-terrain-features","title":"Linear Terrain Features","pathText":"battlefield terrain prose linear terrain features","type":"rule","body":"Linear terrain includes such things as streams and rivers, chasms, ravines and even roads. Unlike low and high linear obstacles, which rise up from the battlefield, linear terrain features are best described as 'cutting into the battlefield, thus presenting obstacles to movement and hazards to life and limb due to either their width, their crashing waters, their hazardous footing or their (potentially limitless) depth. \"How Long Is A River?\" Every linear terrain feature is divided into sections, each measuring 12\" long and up to 4\" wide in the case of a 'narrow' feature, or between 4\" and 8\" wide in the case of a 'wide' feature. Each section is equal to one terrain feature for the purposes of determining how many terrain features should be placed on the battlefield. Each section may include a single bend of up to 90°, or a single fork or junction. The maximum length of a linear terrain feature depends upon what it represents and the size of the battlefield: An especially hazardous linear terrain feature, one that counts as dangerous or impassable terrain, such as a fast flowing river or deep chasm, may not be longer than half the length of the longest edge of the battlefield. For example, a battlefield that measures 48\" x 72\" may include an especially hazardous linear terrain feature measuring up to 36\" in length. An easily traversed linear terrain feature, one that counts as open ground or difficult terrain, such as a narrow stream or a well-maintained road, may be any length, twisting and turning across the battlefield and around other terrain as required. Placing Linear Terrain Features Linear terrain features are placed as described in the Warhammer: the Old World rulebook. A linear terrain feature must be placed with one end touching the edge of the battlefield. The other end must: Touch a different edge of the battlefield. Meet another terrain feature, where the linear terrain feature will end (for example, a stream may end where it meets a pond). Taper to a point, where the linear terrain feature will end. Bridges & Fords Streams, rivers, chasms, ravines and gullies can be crossed by bridges. Rivers and streams can also be crossed by fords. You may include a single bridge or ford measuring up to 3\" wide per 12\" linear terrain feature. On longer linear terrain features, these can be combined together to make wider bridges and fords. A bridge counts as open ground. A ford counts as difficult terrain. Fast-Flowing Water A river that touches two table edges may be 'fast-flowing, in which case you will need to randomly determine the direction it flows. Should a unit have a quarter (25%) or more of its models within a fast flowing river during its Start of Turn sub-phase, it must make a Strength test. If this test is failed, the unit slides D3\" along the river in the direction it flows. Well-Maintained Roads Marching troops can move quickly along a well-maintained' road. A unit that begins and ends a march move with half (50%) or more of its models upon the same well-maintained road, and that does not leave that road whilst moving, may move an additional D3\"."},"66":{"id":"battlefield-terrain/prose/low-and-high-linear-obstacles","path":"battlefield-terrain/prose/low-and-high-linear-obstacles","title":"Low & High Linear Obstacles","pathText":"battlefield terrain prose low and high linear obstacles","type":"rule","body":"This category includes walls, hedges, fences; even ditches and furrows. A low linear obstacle is defined as being less than 2\" high. Anything that is 2\" high or more is a high linear obstacle. Low Linear Obstacles High Linear Obstacles"},"67":{"id":"battlefield-terrain/prose/low-linear-obstacles","path":"battlefield-terrain/prose/low-linear-obstacles","title":"Low Linear Obstacles","pathText":"battlefield terrain prose low linear obstacles","type":"rule","body":"For the purposes of movement, low linear obstacles are treated as difficult terrain. Should a unit engaged in combat ever find itself straddling a low linear obstacle, it becomes Disrupted and cannot claim a Rank Bonus. Difficult Terrain Disrupted Units Rank Bonus"},"68":{"id":"battlefield-terrain/prose/monument-of-glory","path":"battlefield-terrain/prose/monument-of-glory","title":"Monument of Glory","pathText":"battlefield terrain prose monument of glory","type":"rule","body":"Many nations and races of the world celebrate their grand achievements or righteous beliefs by erecting monuments to their leaders and gods. A monument of glory can take many forms. It could be represented by a small patch of tumbled-down columns, a group of Dwarfen oath stones or a cairn of skulls and so forth. It might be a gilded statue of a god of war, a monolith declaring the triumphs of a Chaos champion, or the rotted remains of the losers! The list is endless. Controlling A Monument of Glory A monument of glory is controlled by proximity. An Inspirational Sight A monument of glory fills all who look upon it with a sense of achievement (even if the achievements commemorated are not theirs) and inspires them to ever greater acts of bravery. The unit that controls the monument of glory may re-roll failed Panic tests. In addition, all units that belong to the same army may re-roll failed Rally tests. Honour Thy Forebears Many warriors are filled with a sense of righteous pride when tasked with the defence of a monument of glory, and will defend it vigorously. The unit controlling the monument of glory gains the Hatred (all enemies) special rule. Victory Points Controlling an important landmark is a significant achievement. To represent this, if either player controls this special feature at the end of the battle, that player is awarded a bonus of 50 Victory Points. Proximity"},"69":{"id":"battlefield-terrain/prose/occupancy","path":"battlefield-terrain/prose/occupancy","title":"Occupancy","pathText":"battlefield terrain prose occupancy","type":"rule","body":"Occupancy means that a special feature can only be controlled by a unit that is within it. A unit can occupy a special feature by moving into base contact with it during the Remaining Moves sub-phase of its Movement phase. Once its movement is complete, the unit is placed within the special feature. Whilst a unit occupies a special feature it: Cannot charge. Can shoot (and cast spells) and is considered to have a 360° vision arc from the special feature itself. Can be shot at (and be targeted by spells) by a unit (or Wizard) that can draw a line of sight to the special feature. However, the unit is considered to be behind full cover. All measurements to or from a unit that occupies a special feature are made to or from the base of the feature, rather than the individual model(s). Special features do not tend to be particularly large. Therefore, they can only be occupied by a single unit. Unless it is fleeing, a unit occupying a special feature can leave it during the Remaining Moves sub-phase of its Movement phase, by making a follow up move, or by pursuing an enemy. Simply place the unit in formation, so that at least one model is in base contact with the feature. The unit's movement then ends."},"70":{"id":"battlefield-terrain/prose/open-ground","path":"battlefield-terrain/prose/open-ground","title":"Open Ground","pathText":"battlefield terrain prose open ground","type":"rule","body":"Any terrain not specifically classed as something else is to be treated as open ground. Open ground can be almost anything – grassy fields, sandy flats, sunparched earth, and so on."},"71":{"id":"battlefield-terrain/prose/placing-special-features","path":"battlefield-terrain/prose/placing-special-features","title":"Placing Special Features","pathText":"battlefield terrain prose placing special features","type":"rule","body":"Special features must be placed within 12\" of the centre of the battlefield."},"72":{"id":"battlefield-terrain/prose/placing-terrain-battlefield-terrain","path":"battlefield-terrain/prose/placing-terrain-battlefield-terrain","title":"Placing Terrain (Battlefield Terrain)","pathText":"battlefield terrain prose placing terrain battlefield terrain","type":"rule","body":"Some scenarios include guidance on the terrain features to include and where on the battlefield they should be placed. Most of the time, especially if playing a simple pitched battle, the placement of the terrain is left to the players. The recommended way to do this is as follows: Determine how many terrain features to set up, based on the size of your battlefield. From the terrain available, each player chooses a number of features, up to the maximum number of features needed. Once both players have chosen, the winner of a roll-off places the first terrain feature. Players then take turns to place a single terrain feature from all of those chosen until the agreed number of terrain features have been placed. Any unused terrain features are set aside. Players can place terrain features anywhere on the battlefield, but not within 12\" of a terrain feature placed by their opponent, and not within 12\" of the centre of the battlefield. The only exception to this are special features, which must be placed within 12\" of the centre of the battlefield. Should the players agree, or should the scenario require it, battlefield decorations can be placed in the same manner. Pitched Battles Special Features (Battlefield Terrain)"},"73":{"id":"battlefield-terrain/prose/proximity","path":"battlefield-terrain/prose/proximity","title":"Proximity","pathText":"battlefield terrain prose proximity","type":"rule","body":"Proximity means that a special feature can be controlled by a unit that is within 6\" of it, that has a Unit Strength of five or more and that is not fleeing. If two or more eligible, enemy units are within 6\", the unit closest to the special feature controls it. If two enemy units are equally close, the feature is 'contested' and neither unit controls it."},"74":{"id":"battlefield-terrain/prose/random-terrain-generator","path":"battlefield-terrain/prose/random-terrain-generator","title":"Random Terrain Generator","pathText":"battlefield terrain prose random terrain generator","type":"rule","body":"These are tables that can be used to randomly generate terrain for your battlefield, thus removing any personal bias that may creep in when choosing terrain. The Size of Things Each terrain feature generated by rolling on a terrain generator should measure between 2\" and 8\" at its widest point. Should a feature be rolled a second time, you may either place a second feature of the same type and size, or you may replace the first feature with a larger version, measuring between 8\" and 12\" at its widest point. In the case of linear terrain features, should more be generated, each additional feature is added to the first, increasing its length. Similarly, in the case of buildings should more be generated, you may either place additional buildings, each measuring up to 6\" along its longest side, or you may replace an existing feature with a larger building, measuring between 6\" and 12\" along its longest side. Linear Terrain Features Buildings"},"75":{"id":"battlefield-terrain/prose/scattered-terrain-placement","path":"battlefield-terrain/prose/scattered-terrain-placement","title":"Scattered Terrain Placement","pathText":"battlefield terrain prose scattered terrain placement","type":"rule","body":"When armies march to war, the battlefield is seldom carefully scouted and the terrain rarely well-suited to the movement of ranked formations. The rules that follow are intended to represent this. These rules offer an alternative to the rules given for Placing Terrain: Determine how many terrain features to set up, based on the size of your battlefield. From the terrain available, the players may either: Choose a number of features, up to the maximum number of features needed. Use the terrain generation tables that follow to randomly generate a number of features, up to the maximum number of features needed. Once the terrain has been chosen, the winner of a roll-off sets up the battlefield, placing the chosen terrain features as they see fit. With all of the terrain placed, the loser of the roll-off chooses D3 terrain features and rolls 2D6 and a Scatter dice for each: If an arrow is rolled on the Scatter dice, the terrain feature moves a number of inches equal to the roll of the 2D6 in the direction the arrow points, stopping should it touch another terrain feature or the edge of the battlefield. If a 'Hit!' is rolled on the Scatter dice, the terrain feature does not move. Terrain features can be placed anywhere on the battlefield, but not within 12\" of its centre. The only exceptions to this are terrain features specified by the scenario and special features which, once placed, do not scatter. Should the players agree, or should the scenario require it, battlefield decorations can be placed in the same manner. Placing Terrain (Warhammer Battles)"},"76":{"id":"battlefield-terrain/prose/shadowlands-terrain-generator","path":"battlefield-terrain/prose/shadowlands-terrain-generator","title":"Shadowlands Terrain Generator","pathText":"battlefield terrain prose shadowlands terrain generator","type":"rule","body":"This terrain generator represents the windswept northern reaches of the Wasteland, where gales blow from the Sea of Claws and cold rain pelts the barren earth. Here, the folk of Westerland live precarious lives, constantly battling the harsh elements and ever watchful for the bloodstained sails of Norscan raiders upon the storm-tossed horizon. The land upon the shores of the Sea of Claws is cold and uncaring at the best of times, but with the arrival of the Chainmaker it has become far worse. Great monoliths dot the landscape, raised in praise of the Ruinous Powers. These crude menhirs attract the winds of dark magic, which twists and warps the landscape, causing the northern reaches of Sigmar's Empire to resemble the trackless wilderness of the far north, creating a shadowland in which the influence of Chaos grows with each passing day. 2D6 Result 2 Road: A road is a linear terrain feature that can be either narrow or wide. If the road is wide, it is well-maintained. If the road is narrow, it is likely to be poorly maintained, heavily rutted and full of potholes. Every 12\" section of a poorly maintained narrow road must include a 3\" section of difficult terrain. 3 Dense Woods: Darksome forests border the northern edges of the Wasteland. Dense woods count as dangerous terrain. However, any model that begins its movement within, passes through, or ends its movement within dense woodland will suffer a mishap on a roll of 1-2 (rather than the usual 1). 4 Hill: Along the shores of the Sea of Claws, barren hills rise, their slopes scoured by gales. A hill may feature one rock-strewn slope, which counts as either difficult or dangerous terrain. 5 Ravine: A treacherous ravine cuts through the landscape. A ravine is a linear terrain feature that can be either narrow or wide. A narrow ravine counts as difficult terrain. A wide ravine counts as dangerous terrain. 6 Standing Stones: Huge slabs of crudely dressed stone rise from the cold earth. An area of standing stones counts as difficult terrain, over which no line of sight can be drawn. 7 Scrubland: An area of uneven ground on which grows tangled scrub and stunted trees. Scrubland is a type of wood and may be classed as either difficult or dangerous terrain. 8 Rocky Ground: Patches of rocky ground break the earth, tripping and slowing the progress of formed troops. Rocky ground counts as either difficult or dangerous terrain. 9 Haunted Ruins: Fallen debris lies thick upon the site of an abandoned dwelling, bordered by the remnants of once mighty walls. Haunted ruins consist of a single building measuring up to 6\" along its longest side and an enclosure measuring no more than 12\" along its longest side. At least two edges of the enclosure must be bordered by a low linear obstacle. 10 Shardlands: The tortured land shifts and cracks underfoot, revealing lava flows beneath. Shardlands count as dangerous terrain. However, any model that begins its movement within, passes through, or ends its movement within shardlands will suffer a mishap on a roll of 1-3 (rather than the usual 1). 11 Chasm: A deep chasm cuts through the landscape. A chasm is a wide and impassable linear terrain feature. Every 12\" section must include a bridge. 12 Bottomless Pit: A seemingly bottomless pit opens within the landscape. A bottomless pit is an impassable terrain feature measuring between 3\" and 6\" at its widest point. Linear Terrain Features Dangerous Terrain Difficult Terrain Dangerous Terrain Dangerous Terrain Difficult Terrain Difficult Terrain Dangerous Terrain Difficult Terrain Dangerous Terrain Low Linear Obstacles Dangerous Terrain Impassable Terrain Linear Terrain Features Impassable Terrain"},"77":{"id":"battlefield-terrain/prose/special-features-battlefield-terrain","path":"battlefield-terrain/prose/special-features-battlefield-terrain","title":"Special Features (Battlefield Terrain)","pathText":"battlefield terrain prose special features battlefield terrain","type":"rule","body":"Special features are terrain features that represent an important landmark. Some scenarios will specify that a certain special feature should be set up on the battlefield. Otherwise, players can agree to include a special feature when setting up the battlefield."},"78":{"id":"battlefield-terrain/prose/the-size-of-things","path":"battlefield-terrain/prose/the-size-of-things","title":"The Size of Things","pathText":"battlefield terrain prose the size of things","type":"rule","body":"As a rule, a terrain feature should be no less than 2\" and no more than 12\" across at its widest point. If it is less than 2\" across at its widest point, it should be treated as battlefield decoration rather than terrain. To determine how the size of terrain affects how much you should use, follow this simple guide: Between 2\" and 8\" at its widest point – counts as one terrain feature. Between 8\" and 12\" at its widest point – counts as two terrain features. More than 12\" at its widest point – counts as three terrain features. Battlefield Decoration"},"79":{"id":"battlefield-terrain/prose/tower","path":"battlefield-terrain/prose/tower","title":"Tower","pathText":"battlefield terrain prose tower","type":"rule","body":"Erected along roads and rivers, on the borders between provinces and the outskirts of towns and forests, solitary towers are a common sight in the Old World. They exist for many reasons; some may be watchtowers, built for defence; others may be Wizards' towers, erected for seclusion. Still others may be the derelict remains of forgotten forts or keeps. Controlling A Tower A tower is a building (impassable terrain) that can be occupied by a unit whose troop type is infantry and which has a Unit Strength of 10 or less, or by a character model whose troop type is infantry. A tower is controlled by a unit that occupies it. Eyrie Protected by tall walls and steep stairways, a unit that occupies a tower can only be charged by an enemy unit or character model whose troop type is infantry, or by an enemy unit with the Fly (X) special rule. When an enemy unit charges a unit within a tower, it charges the feature itself rather than the model(s) within it. Whilst engaged in combat, both units are considered to be in Skirmish formation (regardless of their actual formation). However, due to the close confines of the tower, only five models from either unit can join the fighting rank. Panoramic Views A tower is an elevated position that grants those occupying it uninterrupted views across the battlefield. However, the top of a tower can be seen from far and wide. To represent this, a unit that occupies a tower can draw a line of sight across or through other units or models. However, other units can draw a line of sight to a unit that occupies a tower across or through other units or models. Duck & Cover A unit that flees whilst occupying a tower does not move. The unit counts as fleeing and must rally as normal but, rather than run away, will seek cover in the safety of the walls. In combat, a unit occupying a tower will not Give Ground or Fall Back in Good Order. Instead, the unit holds its ground and the combat continues. Should a unit occupying a tower Break and flee from combat, it is completely destroyed and removed from play. Huddled Together Should a tower ever be hit by a template, every model currently occupying it is considered to be underneath the template and risks being hit. However, due to the protection offered by the walls of the feature, they are hit on a D6 roll of 5+, rather than the usual 4+. \"Incoming!\" Should a tower ever be hit by a cannon whilst occupied, the unit within it suffers D3 Strength 4 hits, each with an AP of -1, as stones and shrapnel explode from the structure. The cannonball then stops immediately. Victory Points Controlling an important landmark is a significant achievement. To represent this, if either player controls this special feature at the end of the battle, that player is awarded a bonus of 100 Victory Points. Infantry Unit Strength Fly (X) Templates"},"80":{"id":"battlefield-terrain/prose/using-special-features","path":"battlefield-terrain/prose/using-special-features","title":"Using Special Features","pathText":"battlefield terrain prose using special features","type":"rule","body":"Unless specified by the scenario, only a single special feature should be used. A special feature follows all of the normal rules for the terrain feature it represents, in addition to its special rules."},"81":{"id":"battlefield-terrain/prose/vantage-point","path":"battlefield-terrain/prose/vantage-point","title":"Vantage Point","pathText":"battlefield terrain prose vantage point","type":"rule","body":"A unit on a hill is in an ideal position to fire and is able to see over the heads of other units. To represent this, a unit on a hill can fire with one additional rank compared to a unit on flat ground. In addition, any unit that is entirely on a hill can draw a line of sight across or through other units or models that are not themselves on a hill. However, due to its elevated position, a unit that is entirely on a hill can also be seen more easily. Therefore, any unit that is not on a hill can draw a line of sight to a unit that is entirely on a hill across or through other units or models."},"82":{"id":"battlefield-terrain/prose/wasteland-terrain-generator","path":"battlefield-terrain/prose/wasteland-terrain-generator","title":"Wasteland Terrain Generator","pathText":"battlefield terrain prose wasteland terrain generator","type":"rule","body":"This terrain generator represents the barren wilderness that stretches from the walls of Marienburg to the shores of the Sea of Claws. It is a windswept and inhospitable place supposedly home to tribes of Orcs, Goblins, Trolls and worse, and only sparsely inhabited by the civilised folk of the Empire. In this wilderness, the landscape varies greatly. Shifting dunes dominate the coast of the Manaansport Sea, giving way inland to saltwater bogs and mist-shrouded moors. When armies march into the Wasteland, they do so with caution lest they be brought to battle in unfavourable terrain. Tales are told amongst the ranks of Westerland's armies of whole regiments drowning in the salty waters of hidden bogs, or becoming lost upon the endless moors when sudden fog rolls in from the sea. 2D6 Result 2 Shallow Stream: A shallow stream meanders through the battlefield. A shallow stream is a narrow linear terrain feature that counts as difficult terrain. Every 12\" section must include either a 3\" section of rocky rapids (dangerous terrain) or a ford. 3 Track: A track is a narrow linear terrain feature. Tracks are likely to be heavily rutted and full of potholes. Whilst most of their length counts as a well-maintained road, every 12\" section of a track must also include a 3\" section of difficult terrain. 4 Woods: The Tumble Downs are littered with windswept woodlands. Woods may count as either difficult or dangerous terrain. 5 Hill: The many low hills of the Tumble Downs are what gives the region its name. A hill may feature one rock-strewn slope, which counts as either difficult or dangerous terrain. 6 Marsh: Areas of wetland dominated by tall grasses can be found throughout the Wasteland, wherever rivers, streams and lakes meet dry ground. A marsh counts as difficult terrain. 7 Saltwater Bog: In the Wasteland, solid ground can quickly become a bottomless mire. A saltwater bog counts as dangerous terrain. However, any model that begins its movement within, passes through, or ends its movement within a saltwater bog will suffer a mishap on a roll of 1-2 (rather than the usual 1). 8 Fen: A fen is an area of reed-filled wetland, dead trees and stagnant pools of water. A fen counts as difficult terrain. 9 Scrubland: An area of rocky and uneven ground on which grows tangled scrub, thorn bushes and stunted trees. Scrubland is a type of wood and may be classed as either difficult or dangerous terrain. 10 Standing Ruins: The Wasteland is scattered with the ruins of the past. Standing ruins are an area of difficult terrain within an enclosure measuring no more than 12\" along its longest side. At least two edges of the enclosure must be bordered by a low linear obstacle. 11 Fishing Village: A fishing village consists of a single building measuring between no more than 6\" along its longest side and an enclosure measuring no more than 9\" along its longest side. At least three edges of the enclosure must be bordered by a low linear obstacle. 12 Sand Dune: Sand dunes are gently sloping hills of wind-blown sand that can rise to great heights. Because they consist entirely of deep and shifting sand, a sand dune counts as difficult terrain. Difficult Terrain Difficult Terrain Difficult Terrain Dangerous Terrain Dangerous Terrain Difficult Terrain Dangerous Terrain Difficult Terrain Difficult Terrain Dangerous Terrain Low Linear Obstacles Low Linear Obstacles Difficult Terrain"},"83":{"id":"battlefield-terrain/prose/woodland-boundaries","path":"battlefield-terrain/prose/woodland-boundaries","title":"Woodland Boundaries","pathText":"battlefield terrain prose woodland boundaries","type":"rule","body":"A woodland terrain feature must have a clearly defined edge. This allows individual trees to be removed and replaced to facilitate the movement of models. Regardless of the position of any individual trees within the terrain feature, any model or unit counts as being behind partial cover as long as over half of the model, or over half of the models within the unit, is within the woods (i.e., within the terrain feature’s clearly defined edge)."},"84":{"id":"battlefield-terrain/prose/woods","path":"battlefield-terrain/prose/woods","title":"Woods","pathText":"battlefield terrain prose woods","type":"rule","body":"Woods (or forests) are one of the most commonly seen battlefield terrain features. A wood might be classed as difficult, dangerous or even impassable terrain, based upon its size and density, and the feature as a whole will certainly obscure line of sight to a greater or lesser extent. Difficult Terrain Dangerous Terrain Impassable Terrain"},"85":{"id":"beastmen-brayherds/armylist/grand-army","path":"beastmen-brayherds/armylist/grand-army","title":"Beastmen Brayherds Army List","pathText":"beastmen brayherds armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Beastmen Brayherds. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Beastlord, Great Bray-Shaman or Doombull per 1,000 points Wargors, Bray-shamans, Gorebulls and Centigor Chieftains Core At least 25% of your army's points value must be spent on: 1+ Gor Herd Ungor Herds, Chaos Warhounds, Razorgor Herds and Tuskgor Chariots If your General is a Beastlord or Wargor, 0-1 Bestigor Herd may be taken as a Core choice If your General is a Doombull or Gorebull, 0-1 Minotaur Herd may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Bestigor Herds, Harpies, Minotaur Herds, Centigor Herds, Dragon Ogres, Razorgor Chariots and Cockatrice Chaos Ogres If your General is a Great Bray-Shaman or Bray-Shaman, 0-1 Jabberslythe or Cygor may be taken as a Special choice If your General is a Doombull or Gorebull, 0-1 Ghorgon may be taken as a Special choice 0-1 Preyton per 1,000 points 0-1 Herdstone Rare Up to 25% of your army's points value may be spent on: Dragon Ogre Shaggoths, Jabberslythes, Cygors, Ghorgons and Chaos Giants Chaos Trolls and Chaos Spawn 0-1 Gigantic Spawn of Chaos per 1,000 point Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls 0-1 Bonegrinder Giant Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Beastmen Brayherds Army of Infamy composition list One of the following Grand Army composition lists: Orc & Goblin Tribes (Uneasy) Warriors of Chaos Tomb Kings of Khemri (Suspicious) Battle Standard Bearer A single Wargor in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Beastlord Great Bray-Shaman Doombull Wargor Bray-Shaman Gorebull Warhoof Gor Herd Ungor Herd Chaos Warhounds Razorgor Herd Tuskgor Chariot Beastlord Wargor Bestigor Herd Doombull Gorebull Minotaur Herd Bestigor Herd Harpies Minotaur Herd Centigor Herd Dragon Ogres Razorgor Chariot Cockatrice Chaos Ogres Great Bray-Shaman Bray-Shaman Jabberslythe Cygor Doombull Gorebull Ghorgon Preyton Herdstones Dragon Ogre Shaggoth Jabberslythe Cygor Ghorgon Chaos Giant Chaos Trolls Chaos Spawn Gigantic Spawn of Chaos Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Orc & Goblin Tribes Uneasy Allied Contingents Warriors of Chaos Tomb Kings of Khemri Suspicious Allied Contingents The Battle Standard"},"86":{"id":"beastmen-brayherds/armylist/minotaur-blood-herd","path":"beastmen-brayherds/armylist/minotaur-blood-herd","title":"Minotaur Blood Herd","pathText":"beastmen brayherds armylist minotaur blood herd","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Beastmen Brayherds army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Minotaur Blood Herd army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Doombull per 1,000 points 0-1 Bray-Shaman per 1,000 points Gorebulls, Wargors and Centigor Chieftains Core At least 33% of your army's points value must be spent on: 1 Minotaur Herd per 1,000 points 0-1 Herdstone Gor Herds, Ungor Herds and Chaos Warhounds Special Up to 50% of your army's points value may be spent on: 0-1 unit of Dragon Ogres per 1,000 points Harpies, Minotaur Herds, Centigor Herds, Razorgor Herds and Ghorgons Rare Up to 33% of your army's points value may be spent on: 0-1 Dragon Ogre Shaggoth per 1,000 points Chaos Giants Chaos Ogres and Chaos Trolls Battle Standard Bearer A single Gorebull or Wargor in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Banner with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Beastmen Brayherds magic items. Forming Units Warhammer Armies Doombull Bray-Shaman Gorebull Wargor Warhoof Minotaur Herd Herdstones Gor Herd Ungor Herd Chaos Warhounds Dragon Ogres Harpies Minotaur Herd Centigor Herd Razorgor Herd Ghorgon Dragon Ogre Shaggoth Chaos Giant Chaos Ogres Chaos Trolls The Battle Standard"},"87":{"id":"beastmen-brayherds/armylist/wild-herd","path":"beastmen-brayherds/armylist/wild-herd","title":"Wild Herd","pathText":"beastmen brayherds armylist wild herd","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Beastmen Brayherds army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Wild Herd army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Beastlord or Great Bray-Shaman per 1,000 points Wargors, Bray-Shamans and Centigor Chieftains Core At least 33% of your army's points value must be spent on: 1+ Primal Warherd 0-1 Tuskgor Chariot per 1,000 points 0-1 Centigor Herd may be taken as a Core choice per Centigor Chieftain taken Gor Herds, Ungor Herds, Chaos Warhounds, Primal Warhounds and Razorgor Herds Special Up to 50% of your army's points value may be spent on: 0-1 unit of Dragon Ogres Warped Gors, Bestigor Herds, Harpies, Centigor Herds, Tuskgor Chariots and Razorgor Chariots 0-1 Cockatrice or Preyton per 1,000 points 0-1 Herdstone Rare Up to 32% of your army's points value may be spent on: Dragon Ogre Shaggoths, Jabberslythes, Cygors, and Chaos Giants Chaos Spawn Battle Standard Bearer A single Wargor in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Banner with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Beastmen Brayherds magic items. Forming Units Warhammer Armies Beastlord Great Bray-Shaman Wargor Bray-Shaman Warhoof Primal Warherd Tuskgor Chariot Centigor Herd Warhoof Gor Herd Ungor Herd Chaos Warhounds Primal Warhounds Razorgor Herd Dragon Ogres Warped Gors Bestigor Herd Harpies Centigor Herd Tuskgor Chariot Razorgor Chariot Cockatrice Preyton Herdstones Dragon Ogre Shaggoth Jabberslythe Cygor Chaos Giant Chaos Spawn The Battle Standard"},"88":{"id":"beastmen-brayherds/faction","path":"beastmen-brayherds/faction","title":"Beastmen Brayherds","pathText":"beastmen brayherds faction","type":"army","body":"Rules Special Rules Bloodshed & Butchery Brayhorn Champions of Slaughter Slaughterer's Call Bestial Charge Guardians of the Herdstones Crown of Antlers Magics of the Dark Gods Storm Call Ancient Sorcery Maddening Aura Dark Coven Spurting Bile Blood Gifts from the Dark Gods Stony Stare Ghostsight Roaming Warbands 'Eadbutt (Giant) Belly Flop Future Sight Giant Attacks Jump Up & Down Mighty Swing (Giant) Soul-eater Thump with Club Leering Spirit Pick Up And... Swallow Whole Blood Greed Father of Beasts Blood Rage The Sons of Ghorros Blessings of Chaos Bull-gors Ensorcelled Weapons Drunken Gaze of the Gods Leader of the Pack (Beastmen) Endless Malice Foe Render Mixed Unit Herdstones Primal Fury Razor Tusks The Quickening Storm Weapons of War Braystaff Grisly Totem Slythey Tongue Twisted Antlers Petrifying Gaze Acidic Vomit Wicked Claws Hurl Attack Cleaver-limbs Giant's Club Warhammer Armies Beastmen Brayherds Army List Minotaur Blood Herd Wild Herd Narrative Battles Clash at the Northern Crossroads The Lores of Magic Lore of Beasts Lore of Primal Magic Magic Items (and Abilities) Chaos Mutations Beastmen Brayherds Magic Items Units Named Character Ghorros Warhoof Kralmaw, the Prophet of Ruin Character Beastlord Bray-Shaman Doombull Gorebull Great Bray-Shaman Wargor Warhoof Infantry Bestigor Herd Gor Herd Harpies Minotaur Herd Primal Warherd Primal Warhounds Ungor Herd Ungor Ravagers Warped Gors Cavalry Centigor Herd Chaos Warhounds Dragon Ogres Razorgor Herd Chariot Razorgor Chariot Tuskgor Chariot Monster Chaos Giant Cockatrice Cygor Dragon Ogre Shaggoth Ghorgon Jabberslythe Preyton Miscellaneous Herdstone Bloodshed & Butchery Brayhorn Champions of Slaughter Slaughterer's Call Bestial Charge Guardians of the Herdstones Crown of Antlers Magics of the Dark Gods Storm Call Ancient Sorcery Maddening Aura Dark Coven Spurting Bile Blood Gifts from the Dark Gods Stony Stare Ghostsight Roaming Warbands 'Eadbutt (Giant) Belly Flop Future Sight Giant Attacks Jump Up & Down Mighty Swing (Giant) Soul-eater Thump with Club Leering Spirit Pick Up And... Swallow Whole Blood Greed Father of Beasts Blood Rage The Sons of Ghorros Blessings of Chaos Bull-gors Ensorcelled Weapons Drunken Gaze of the Gods Leader of the Pack (Beastmen) Endless Malice Foe Render Mixed Unit Herdstones Primal Fury Razor Tusks The Quickening Storm Braystaff Grisly Totem Slythey Tongue Twisted Antlers Petrifying Gaze Acidic Vomit Wicked Claws Hurl Attack Cleaver-limbs Giant's Club Beastmen Brayherds Army List Minotaur Blood Herd Wild Herd Clash at the Northern Crossroads Lore of Beasts Lore of Primal Magic Chaos Mutations Beastmen Brayherds Magic Items Ghorros Warhoof Kralmaw, the Prophet of Ruin Beastlord Bray-Shaman Doombull Gorebull Great Bray-Shaman Wargor Warhoof Bestigor Herd Gor Herd Harpies Minotaur Herd Primal Warherd Primal Warhounds Ungor Herd Ungor Ravagers Warped Gors Centigor Herd Chaos Warhounds Dragon Ogres Razorgor Herd Razorgor Chariot Tuskgor Chariot Chaos Giant Cockatrice Cygor Dragon Ogre Shaggoth Ghorgon Jabberslythe Preyton Herdstone"},"89":{"id":"beastmen-brayherds/magic-item-list/beastmen-brayherds-magic-items","path":"beastmen-brayherds/magic-item-list/beastmen-brayherds-magic-items","title":"Beastmen Brayherds Magic Items","pathText":"beastmen brayherds magic item list beastmen brayherds magic items","type":"rule","body":"These magic items are unique to Beastmen Brayherds armies. These can be purchased by models within a Beastmen Brayherds army in exactly the same way as common magic items, as described in the Warhammer: the Old World rulebook. Beastmen Brayherds Magic Items Axe of Men Banner of Outrage Banner of the Warped Moon Blood of the Shadowgave* Cacophonous Dirge Chalice of Dark Rain Cornucopia of Corpulence Daemon Heart Dark Heart* Full Plate Chaos Armour* Goretooth* Hagtree Fetish Heavy Chaos Armour* Horn of the First Beast Horn of the Great Hunt Hunter's Spear Jagged Dagger Manbane Standard Mangelder Pelt of the Dark Young Primeval Club Rune of the True Beast Scimitar of Skultar Scourge of the Burdened Skin of Man Stone of Spite The Axes of Khorgor The Beast Banner The Black Maul The Blackened Plate The Brass Cleaver The Fur of Sharggu The Gore Banner The Plague Chalice The Soiled Tapestry Totem of Rust Vitriolic Totem Axe of Men Banner of Outrage Banner of the Warped Moon Blood of the Shadowgave* Cacophonous Dirge Chalice of Dark Rain Cornucopia of Corpulence Daemon Heart Dark Heart* Full Plate Chaos Armour* Goretooth* Hagtree Fetish Heavy Chaos Armour* Horn of the First Beast Horn of the Great Hunt Hunter's Spear Jagged Dagger Manbane Standard Mangelder Pelt of the Dark Young Primeval Club Rune of the True Beast Scimitar of Skultar Scourge of the Burdened Skin of Man Stone of Spite The Axes of Khorgor The Beast Banner The Black Maul The Blackened Plate The Brass Cleaver The Fur of Sharggu The Gore Banner The Plague Chalice The Soiled Tapestry Totem of Rust Vitriolic Totem"},"90":{"id":"beastmen-brayherds/magic-item-list/chaos-mutations","path":"beastmen-brayherds/magic-item-list/chaos-mutations","title":"Chaos Mutations","pathText":"beastmen brayherds magic item list chaos mutations","type":"rule","body":"As Beastmen grow in power and infamy, they attract the attention of the Chaos powers. This is both a blessing and a curse, for many mutations pleasing to the gods are anathema to those they are thrust upon. To represent these strange attributes, some models may be given Chaos Mutations. A Mutation does not affect a model's mount (should it have one). Each Mutation may only be chosen once per army. Chaos Mutations Crown of Horns (Beastmen) Gnarled Hide Gouge-tusks Many-limbed Fiend Muscular Monstrosity Pelt of Midnight Rune of the Beast Ascendant Slug-skin Uncanny Senses Crown of Horns (Beastmen) Gnarled Hide Gouge-tusks Many-limbed Fiend Muscular Monstrosity Pelt of Midnight Rune of the Beast Ascendant Slug-skin Uncanny Senses"},"91":{"id":"beastmen-brayherds/magic-item/axe-of-men","path":"beastmen-brayherds/magic-item/axe-of-men","title":"Axe of Men","pathText":"beastmen brayherds magic item axe of men","type":"magic-item","body":"A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer's followers and horrifies their enemies in equal measure. Axe of Men Killing Blow Magical Attacks Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game. Killing Blow Magical Attacks Terror"},"92":{"id":"beastmen-brayherds/magic-item/banner-of-outrage","path":"beastmen-brayherds/magic-item/banner-of-outrage","title":"Banner of Outrage","pathText":"beastmen brayherds magic item banner of outrage","type":"magic-item","body":"This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury. Leadership Tests Primal Fury"},"93":{"id":"beastmen-brayherds/magic-item/banner-of-the-warped-moon","path":"beastmen-brayherds/magic-item/banner-of-the-warped-moon","title":"Banner of the Warped Moon","pathText":"beastmen brayherds magic item banner of the warped moon","type":"magic-item","body":"Glowing with Morrslieb's light, creatures of the sky cower before the Banner of the Warped Moon. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule. Command Leadership Tests Start of Turn Fly (X)"},"94":{"id":"beastmen-brayherds/magic-item/blood-of-the-shadowgave","path":"beastmen-brayherds/magic-item/blood-of-the-shadowgave","title":"Blood of the Shadowgave*","pathText":"beastmen brayherds magic item blood of the shadowgave","type":"magic-item","body":"When shattered upon the ground, clay jars of Morghur's blood boil and spit, birthing mewling beastlings that consume raw magic from the very air, before fading back into the cursed soil. Single use. A Wizard may use this item instead of making a Wizardly dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled. Wizardly Dispel Dispel Roll & Dispel Result Perfect Invocations"},"95":{"id":"beastmen-brayherds/magic-item/cacophonous-dirge","path":"beastmen-brayherds/magic-item/cacophonous-dirge","title":"Cacophonous Dirge","pathText":"beastmen brayherds magic item cacophonous dirge","type":"magic-item","body":"The march of the warherd is always accompanied by the raucous droning of pipes so deafeningly loud that it drowns out the instruments of all the foe. Whilst their unit is within 18\" of the bearer of the Cacophonous Dirge, enemy musicians cannot use their \"Onwards to Victory!\", Steadying Rhythm or Quick Time rules. \"Onwards to Victory!\" Steadying Rhythm Quick Time"},"96":{"id":"beastmen-brayherds/magic-item/chalice-of-dark-rain","path":"beastmen-brayherds/magic-item/chalice-of-dark-rain","title":"Chalice of Dark Rain","pathText":"beastmen brayherds magic item chalice of dark rain","type":"magic-item","body":"It is said that to quaff from this blackened and rotted cup is to command the elements. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Chalice of Dark Rain may drink from it. Until your next Start of Turn sub-phase, the range of all enemy missile weapons is halved (rounding fractions up) and enemy war machines cannot shoot. Command Start of Turn"},"97":{"id":"beastmen-brayherds/magic-item/cornucopia-of-corpulence","path":"beastmen-brayherds/magic-item/cornucopia-of-corpulence","title":"Cornucopia of Corpulence","pathText":"beastmen brayherds magic item cornucopia of corpulence","type":"magic-item","body":"This twisted basket overflows with such abundant filth that the weak might drown in its bounty. When the bearer's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, enemy models in base contact with the bearer of the Cornucopia of Corpulence must make a Toughness test. If this test is failed, they lose a single Wound. Choose & Fight Combat"},"98":{"id":"beastmen-brayherds/magic-item/crown-of-horns-beastmen","path":"beastmen-brayherds/magic-item/crown-of-horns-beastmen","title":"Crown of Horns (Beastmen)","pathText":"beastmen brayherds magic item crown of horns beastmen","type":"magic-item","body":"A Beastman that sprouts an excessively sharp, large or twisted set of horns is supremely confident in their position at the pinnacle of the Warherd, so obvious are the Dark Gods' blessings. Characters only. This character and any unit they have joined gains the Stubborn special rule. Characters Stubborn"},"99":{"id":"beastmen-brayherds/magic-item/daemon-heart","path":"beastmen-brayherds/magic-item/daemon-heart","title":"Daemon Heart","pathText":"beastmen brayherds magic item daemon heart","type":"magic-item","body":"Pulled still beating from the chest of a shadow-skinned Daemon, this gruesome artefact must constantly consume magic lest it fade to dust. When attempting a Wizardly dispel, the bearer of the Daemon Heart counts their Level of Wizardry as being one higher than that of the Wizard whose spell they are dispelling or, in the case of Bound Spells, one higher than that spell's Power Level. Note that this applies even if it would mean the bearer counts their Level of Wizardry as being lower than it actually is. Wizardly Dispel Levels of Wizardry"},"100":{"id":"beastmen-brayherds/magic-item/dark-heart","path":"beastmen-brayherds/magic-item/dark-heart","title":"Dark Heart*","pathText":"beastmen brayherds magic item dark heart","type":"magic-item","body":"Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound. Command"},"101":{"id":"beastmen-brayherds/magic-item/full-plate-chaos-armour","path":"beastmen-brayherds/magic-item/full-plate-chaos-armour","title":"Full Plate Chaos Armour*","pathText":"beastmen brayherds magic item full plate chaos armour","type":"magic-item","body":"Chaos Armour is a gift of the gods, a symbol of the wearer's status as a true champion of Chaos. Full Plate Chaos Armour is a suit of full plate armour. May be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered. Full Plate Armour Armour Shield Barding Ward Saves"},"102":{"id":"beastmen-brayherds/magic-item/gnarled-hide","path":"beastmen-brayherds/magic-item/gnarled-hide","title":"Gnarled Hide","pathText":"beastmen brayherds magic item gnarled hide","type":"magic-item","body":"The Beastman's skin has encysted, forming a dense layer of crusty natural armour as tough as chainmail. Models whose troop type is 'infantry' only. This model gains the Armoured Hide (1) special rule. Armoured Hide (X)"},"103":{"id":"beastmen-brayherds/magic-item/goretooth","path":"beastmen-brayherds/magic-item/goretooth","title":"Goretooth*","pathText":"beastmen brayherds magic item goretooth","type":"magic-item","body":"In bloody rituals, Bray-Shamans tear the teeth from the jaws of raging beasts to make amulets that allow them to tap into the primal rage of their victims. In addition to the Lores of Magic they may normally know spells from, the bearer of a Goretooth may know spells from the Lore of Primal Magic. The Lores of Magic Lore of Primal Magic"},"104":{"id":"beastmen-brayherds/magic-item/gouge-tusks","path":"beastmen-brayherds/magic-item/gouge-tusks","title":"Gouge-tusks","pathText":"beastmen brayherds magic item gouge tusks","type":"magic-item","body":"This Beastman's lower incisors have grown into sharp or excessively large tusks with which they gouge savage wounds into the flesh of their enemies. During the Combat phase, the Armour Piercing characteristic of any weapon used by this model (but not its mount) is improved by 1. The Combat Phase Armour Piercing"},"105":{"id":"beastmen-brayherds/magic-item/hagtree-fetish","path":"beastmen-brayherds/magic-item/hagtree-fetish","title":"Hagtree Fetish","pathText":"beastmen brayherds magic item hagtree fetish","type":"magic-item","body":"A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman's foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any rolls To Wound of a natural 1. Magic Missiles"},"106":{"id":"beastmen-brayherds/magic-item/heavy-chaos-armour","path":"beastmen-brayherds/magic-item/heavy-chaos-armour","title":"Heavy Chaos Armour*","pathText":"beastmen brayherds magic item heavy chaos armour","type":"magic-item","body":"Chaos Armour is a gift of the gods, a symbol of the wearer's status as a true champion of Chaos. Heavy Chaos Armour is a suit of heavy armour. May be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered. Heavy Armour Armour Shield Barding Ward Saves"},"107":{"id":"beastmen-brayherds/magic-item/horn-of-the-first-beast","path":"beastmen-brayherds/magic-item/horn-of-the-first-beast","title":"Horn of the First Beast","pathText":"beastmen brayherds magic item horn of the first beast","type":"magic-item","body":"This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18\" of this model may use its Leadership characteristic when testing for Primal Fury. Primal Fury"},"108":{"id":"beastmen-brayherds/magic-item/horn-of-the-great-hunt","path":"beastmen-brayherds/magic-item/horn-of-the-great-hunt","title":"Horn of the Great Hunt","pathText":"beastmen brayherds magic item horn of the great hunt","type":"magic-item","body":"The dissonant blare of this twisted horn summons Beastmen to the blood grounds to hunt and slaughter the weak. Once per turn, after rolling to determine if a unit with the Ambushers special rule that is currently held in reserve as reinforcements arrives, and if the bearer of the Horn of the Great Hunt is on the battlefield and is not fleeing, you may apply a +1 or -1 modifier to the result. Ambushers"},"109":{"id":"beastmen-brayherds/magic-item/hunters-spear","path":"beastmen-brayherds/magic-item/hunters-spear","title":"Hunter's Spear","pathText":"beastmen brayherds magic item hunters spear","type":"magic-item","body":"Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. Hunter's Spear Cumbersome Magical Attacks Multiple Wounds (2) Through & Through Notes: The Hunter's Spear shoots like a bolt thrower, using the 'Through & Through' special rule. Cumbersome Magical Attacks Multiple Wounds (X) Through & Through Bolt Throwers"},"110":{"id":"beastmen-brayherds/magic-item/jagged-dagger","path":"beastmen-brayherds/magic-item/jagged-dagger","title":"Jagged Dagger","pathText":"beastmen brayherds magic item jagged dagger","type":"magic-item","body":"This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer's unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value"},"111":{"id":"beastmen-brayherds/magic-item/manbane-standard","path":"beastmen-brayherds/magic-item/manbane-standard","title":"Manbane Standard","pathText":"beastmen brayherds magic item manbane standard","type":"magic-item","body":"The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6\" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2)."},"112":{"id":"beastmen-brayherds/magic-item/mangelder","path":"beastmen-brayherds/magic-item/mangelder","title":"Mangelder","pathText":"beastmen brayherds magic item mangelder","type":"magic-item","body":"The Mangelder saps the strength of its victims' minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. Mangelder Magical Attacks Terror Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn. Magical Attacks Terror Terror"},"113":{"id":"beastmen-brayherds/magic-item/mansmasher","path":"beastmen-brayherds/magic-item/mansmasher","title":"Mansmasher","pathText":"beastmen brayherds magic item mansmasher","type":"magic-item","body":"Mansmasher Profile Armour Bane (1) Magical Attacks Multiple Wounds (D3) Notes: This weapon's Strength modifier applies only during a turn in which its wielder charged. Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"114":{"id":"beastmen-brayherds/magic-item/many-limbed-fiend","path":"beastmen-brayherds/magic-item/many-limbed-fiend","title":"Many-limbed Fiend","pathText":"beastmen brayherds magic item many limbed fiend","type":"magic-item","body":"Some Beastman grow additional arms, allowing them to unleash even more carnage upon the battlefield. This model (but not its mount) has a +1 modifier to its Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon. Hand Weapon"},"115":{"id":"beastmen-brayherds/magic-item/muscular-monstrosity","path":"beastmen-brayherds/magic-item/muscular-monstrosity","title":"Muscular Monstrosity","pathText":"beastmen brayherds magic item muscular monstrosity","type":"magic-item","body":"The Beastman has been blessed by the Gods of Chaos, and its torso bulges with huge muscles. This model (but not its mount) has a +1 modifier to its Strength characteristic."},"116":{"id":"beastmen-brayherds/magic-item/pelt-of-midnight","path":"beastmen-brayherds/magic-item/pelt-of-midnight","title":"Pelt of Midnight","pathText":"beastmen brayherds magic item pelt of midnight","type":"magic-item","body":"The Beastman's pelt exudes clouds of smokey darkness, hiding them from the eyes of the enemy. Characters only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. Characters The Shooting Phase"},"117":{"id":"beastmen-brayherds/magic-item/pelt-of-the-dark-young","path":"beastmen-brayherds/magic-item/pelt-of-the-dark-young","title":"Pelt of the Dark Young","pathText":"beastmen brayherds magic item pelt of the dark young","type":"magic-item","body":"The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2). Armour Value Magic Resistance (-X)"},"118":{"id":"beastmen-brayherds/magic-item/primeval-club","path":"beastmen-brayherds/magic-item/primeval-club","title":"Primeval Club","pathText":"beastmen brayherds magic item primeval club","type":"magic-item","body":"This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. Primeval Club Hatred (Empire) Magical Attacks Poisoned Attacks Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it. Hatred (X) Magical Attacks Poisoned Attacks"},"119":{"id":"beastmen-brayherds/magic-item/rune-of-the-beast-ascendant","path":"beastmen-brayherds/magic-item/rune-of-the-beast-ascendant","title":"Rune of the Beast Ascendant","pathText":"beastmen brayherds magic item rune of the beast ascendant","type":"magic-item","body":"The Beastman's horns have twisted into the semblance of a potent daemonic rune. This promise of ascendency to the ranks of Daemonhood fills its followers with courage. Beastman Chieftains only. Unless this character is fleeing, friendly Bestigor, Gor and Ungor Herds gain a +1 modifier to their Leadership characteristic whilst within this character's Command range (to a maximum of 10). Command Range"},"120":{"id":"beastmen-brayherds/magic-item/rune-of-the-true-beast","path":"beastmen-brayherds/magic-item/rune-of-the-true-beast","title":"Rune of the True Beast","pathText":"beastmen brayherds magic item rune of the true beast","type":"magic-item","body":"This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is monster suffer a -1 modifier to their Weapon Skill characteristic whilst within 6\" of the bearer of the Rune of the True Beast. Monsters"},"121":{"id":"beastmen-brayherds/magic-item/scimitar-of-skultar","path":"beastmen-brayherds/magic-item/scimitar-of-skultar","title":"Scimitar of Skultar","pathText":"beastmen brayherds magic item scimitar of skultar","type":"magic-item","body":"The dark, serrated blade of this weapon is engraved with words of power in the Dark Tongue, keeping its biting edge keen and sharp for all time. Scimitar of Skultar Profile Armour Bane (1) Magical Attacks Multiple Wounds (2) Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"122":{"id":"beastmen-brayherds/magic-item/scourge-of-the-burdened","path":"beastmen-brayherds/magic-item/scourge-of-the-burdened","title":"Scourge of the Burdened","pathText":"beastmen brayherds magic item scourge of the burdened","type":"magic-item","body":"Snatched from the petrified fingers of a cruel wagoner, the threat of this barbed whip inspires swiftness amongst all beasts. The wielder of the Scourge of the Burdened can cast the Call of the Wild spell from the Lore of Primal Magic as a Bound Spell, with a Power Level of 2. Call of the Wild Lore of Primal Magic Bound Spells"},"123":{"id":"beastmen-brayherds/magic-item/skin-of-man","path":"beastmen-brayherds/magic-item/skin-of-man","title":"Skin of Man","pathText":"beastmen brayherds magic item skin of man","type":"magic-item","body":"The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is infantry only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules. Infantry Scouts Vanguard"},"124":{"id":"beastmen-brayherds/magic-item/slug-skin","path":"beastmen-brayherds/magic-item/slug-skin","title":"Slug-skin","pathText":"beastmen brayherds magic item slug skin","type":"magic-item","body":"This grotesque gift of the Chaos gods causes the recipient's skin to constantly ooze with a vile, foul smelling slime. Any enemy model that directs its attacks against this model or any unit it has joined during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"125":{"id":"beastmen-brayherds/magic-item/stone-of-spite","path":"beastmen-brayherds/magic-item/stone-of-spite","title":"Stone of Spite","pathText":"beastmen brayherds magic item stone of spite","type":"magic-item","body":"Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls. Command Start of Turn"},"126":{"id":"beastmen-brayherds/magic-item/the-axes-of-khorgor","path":"beastmen-brayherds/magic-item/the-axes-of-khorgor","title":"The Axes of Khorgor","pathText":"beastmen brayherds magic item the axes of khorgor","type":"magic-item","body":"When the Banebeast Khorgor was slain, his axes were taken by his successor and so they have continued to be passed down through the centuries. The Axes of Khorgor Profile Extra Attacks (+1) Magical Attacks Requires Two Hands Notes: The wielder of the Axes of Khorgor may re-roll any rolls To Wound of a natural 1 made during the Combat phase. Extra Attacks (+X) Magical Attacks Requires Two Hands The Combat Phase"},"127":{"id":"beastmen-brayherds/magic-item/the-beast-banner","path":"beastmen-brayherds/magic-item/the-beast-banner","title":"The Beast Banner","pathText":"beastmen brayherds magic item the beast banner","type":"magic-item","body":"Adorned with shattered beast skulls, the Beast Banner radiates an unquenchable thirst for battle. A unit carrying the Beast Banner increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a + D3 modifier to the result. The Charge Move"},"128":{"id":"beastmen-brayherds/magic-item/the-black-maul","path":"beastmen-brayherds/magic-item/the-black-maul","title":"The Black Maul","pathText":"beastmen brayherds magic item the black maul","type":"magic-item","body":"This brutal, spiked cudgel is stained black with the blood of a thousand victims. Those that wield the club for too long become overwhelmed by its thirst for violence. The Black Maul Profile Extra Attacks (+D6) Magical Attacks Notes: Each time a natural 6 is rolled for the Extra Attacks (+D6) special rule, the wielder of the Black Maul suffers a -1 modifier to their Weapon Skill characteristic (to a minimum of 1, and for the remainder of the game). Extra Attacks (+X) Magical Attacks Extra Attacks (+X)"},"129":{"id":"beastmen-brayherds/magic-item/the-blackened-plate","path":"beastmen-brayherds/magic-item/the-blackened-plate","title":"The Blackened Plate","pathText":"beastmen brayherds magic item the blackened plate","type":"magic-item","body":"This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Full Plate Armour Ward Saves Flaming Attacks"},"130":{"id":"beastmen-brayherds/magic-item/the-brass-cleaver","path":"beastmen-brayherds/magic-item/the-brass-cleaver","title":"The Brass Cleaver","pathText":"beastmen brayherds magic item the brass cleaver","type":"magic-item","body":"The Brass Cleaver is said to be an artefact from another realm. Ancient and terrible, its outline blurs with a barely restrained thirst for carnage. The Brass Cleaver Profile Magical Attacks Notes: Enemy models are not permitted an armour, Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound. Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"131":{"id":"beastmen-brayherds/magic-item/the-fur-of-sharggu","path":"beastmen-brayherds/magic-item/the-fur-of-sharggu","title":"The Fur of Sharggu","pathText":"beastmen brayherds magic item the fur of sharggu","type":"magic-item","body":"When the beast-spawn Sharggu was slain, its hide was roughly cut to make a heavy cloak. May be worn with other armour. The wearer of the Fur of Sharggu improves their armour value by 2 (to a maximum of 2+) against non-magical shooting attacks."},"132":{"id":"beastmen-brayherds/magic-item/the-gore-banner","path":"beastmen-brayherds/magic-item/the-gore-banner","title":"The Gore Banner","pathText":"beastmen brayherds magic item the gore banner","type":"magic-item","body":"Enemies tremble to see the foul sigils daubed upon this blood-drenched standard. If a unit wishes to declare a charge against a unit carrying the Gore Banner, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. Leadership Tests"},"133":{"id":"beastmen-brayherds/magic-item/the-plague-chalice","path":"beastmen-brayherds/magic-item/the-plague-chalice","title":"The Plague Chalice","pathText":"beastmen brayherds magic item the plague chalice","type":"magic-item","body":"This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Casting Roll, Casting Result & Casting Value Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"134":{"id":"beastmen-brayherds/magic-item/the-skull-of-the-unicorn-lord","path":"beastmen-brayherds/magic-item/the-skull-of-the-unicorn-lord","title":"The Skull of the Unicorn Lord","pathText":"beastmen brayherds magic item the skull of the unicorn lord","type":"magic-item","body":"Atop his scarred scalp, Ghorros wears the broken remnants of the skull of Arsil, the prince of Unicorns. Ghorros has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and a 5+ Ward save against any wounds suffered that were caused by a Magical enemy attack. Ward Saves"},"135":{"id":"beastmen-brayherds/magic-item/the-soiled-tapestry","path":"beastmen-brayherds/magic-item/the-soiled-tapestry","title":"The Soiled Tapestry","pathText":"beastmen brayherds magic item the soiled tapestry","type":"magic-item","body":"Dragged through filth, this once-sacred banner is now a symbol of hatred. A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner. Hatred (X)"},"136":{"id":"beastmen-brayherds/magic-item/totem-of-rust","path":"beastmen-brayherds/magic-item/totem-of-rust","title":"Totem of Rust","pathText":"beastmen brayherds magic item totem of rust","type":"magic-item","body":"Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6\" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls. Make Armour Saves (Combat)"},"137":{"id":"beastmen-brayherds/magic-item/uncanny-senses","path":"beastmen-brayherds/magic-item/uncanny-senses","title":"Uncanny Senses","pathText":"beastmen brayherds magic item uncanny senses","type":"magic-item","body":"The Dark Gods gift some Beastman with acute senses, additional eyes or even extra heads, granting them unnaturally fast reactions. This model (but not its mount) has a +1 modifier to its Initiative characteristic."},"138":{"id":"beastmen-brayherds/magic-item/vitriolic-totem","path":"beastmen-brayherds/magic-item/vitriolic-totem","title":"Vitriolic Totem","pathText":"beastmen brayherds magic item vitriolic totem","type":"magic-item","body":"This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule. Poisoned Attacks"},"139":{"id":"beastmen-brayherds/magic-lore/lore-of-beasts","path":"beastmen-brayherds/magic-lore/lore-of-beasts","title":"Lore of Beasts","pathText":"beastmen brayherds magic lore lore of beasts","type":"magic-lore","body":"Lore of Beasts Viletide Signature Spell Mantle of Ghorok Signature Spell Devolve Signature Spell Viletide Mantle of Ghorok Devolve"},"140":{"id":"beastmen-brayherds/magic-lore/lore-of-primal-magic","path":"beastmen-brayherds/magic-lore/lore-of-primal-magic","title":"Lore of Primal Magic","pathText":"beastmen brayherds magic lore lore of primal magic","type":"magic-lore","body":"Lore of Primal Magic Primordial Gloom Signature Spell Call of the Wild 1 In the Gloaming Wildwood 2 Flock of Doom (Beastmen) 3 Fury of the Beast 4 Strangleroot 5 'Neath The Shaden Wodespan 6 Primordial Gloom Call of the Wild In the Gloaming Wildwood Flock of Doom (Beastmen) Fury of the Beast Strangleroot 'Neath The Shaden Wodespan"},"141":{"id":"beastmen-brayherds/rule/ancient-sorcery","path":"beastmen-brayherds/rule/ancient-sorcery","title":"Ancient Sorcery","pathText":"beastmen brayherds rule ancient sorcery","type":"rule","body":"The most ancient and powerful of Beastmen Shamans dwell amongst the wild herds, wielding a dark and primal magic that many have forgotten even existed. In addition to the Lores of Magic they may normally know spells from, Beastmen Shamans within a Wild Herd army may know spells from the Lore of Primal Magic. Wild Herd Lore of Primal Magic"},"142":{"id":"beastmen-brayherds/rule/belly-flop","path":"beastmen-brayherds/rule/belly-flop","title":"Belly Flop","pathText":"beastmen brayherds rule belly flop","type":"rule","body":"The Giant crashes down bodily upon the enemy. Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. Templates Armour Piercing"},"143":{"id":"beastmen-brayherds/rule/bestial-charge","path":"beastmen-brayherds/rule/bestial-charge","title":"Bestial Charge","pathText":"beastmen brayherds rule bestial charge","type":"rule","body":"Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3\" or more, a model with this special rule gains a +1 modifier to its Strength characteristic."},"144":{"id":"beastmen-brayherds/rule/blessings-of-chaos","path":"beastmen-brayherds/rule/blessings-of-chaos","title":"Blessings of Chaos","pathText":"beastmen brayherds rule blessings of chaos","type":"rule","body":"Blessed by the touch of Chaos, the bodies of Warped Gors constantly writhe and mutate. When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine the effect of its warped blessings: D6 Result 1-2 Stinging Barbs: The envenomed touch of the warped ones raises great weals of agony upon unarmoured flesh. Until the end of this Combat phase, models with this special rule gain the Poisoned Attacks special rule. 3-4 Scything Talons: Insect limbs tipped with scythe-like blades erupt from the warped ones to lash at the foe. Until the end of this Combat phase, all attacks made by models with this special rule have an Armour Piercing characteristic of -2. 5-6 Chitinous Hide: The flesh of the warped ones hardens beneath the swords of the foe. Until the end of this Combat phase, models with this special rule gain a +1 modifier to their Toughness characteristics. Choose & Fight Combat The Combat Phase Poisoned Attacks Armour Piercing"},"145":{"id":"beastmen-brayherds/rule/blood-greed","path":"beastmen-brayherds/rule/blood-greed","title":"Blood Greed","pathText":"beastmen brayherds rule blood greed","type":"rule","body":"At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model's desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6). Frenzy Pursuit"},"146":{"id":"beastmen-brayherds/rule/blood-rage","path":"beastmen-brayherds/rule/blood-rage","title":"Blood Rage","pathText":"beastmen brayherds rule blood rage","type":"rule","body":"In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury, this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Primal Fury Leadership Tests Frenzy"},"147":{"id":"beastmen-brayherds/rule/bloodshed-and-butchery","path":"beastmen-brayherds/rule/bloodshed-and-butchery","title":"Bloodshed & Butchery","pathText":"beastmen brayherds rule bloodshed and butchery","type":"rule","body":"A Minotaur's need for bloodshed reaches a crescendo when they gather in their mighty herds. So much so that their desire to rend flesh and shatter bone becomes contagious, spurring other Beastmen on towards battle. All Doombulls, Gorebulls, Minotaur Herds and Gor Herds within a Minotaur Blood Herd army gain the Impetuous special rule. Doombull Gorebull Minotaur Herd Gor Herd Minotaur Blood Herd Impetuous"},"148":{"id":"beastmen-brayherds/rule/brayhorn","path":"beastmen-brayherds/rule/brayhorn","title":"Brayhorn","pathText":"beastmen brayherds rule brayhorn","type":"rule","body":"Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain's summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army."},"149":{"id":"beastmen-brayherds/rule/bull-gors","path":"beastmen-brayherds/rule/bull-gors","title":"Bull-gors","pathText":"beastmen brayherds rule bull gors","type":"rule","body":"The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur's charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1. Impact Hits (X) Armour Piercing"},"150":{"id":"beastmen-brayherds/rule/champions-of-slaughter","path":"beastmen-brayherds/rule/champions-of-slaughter","title":"Champions of Slaughter","pathText":"beastmen brayherds rule champions of slaughter","type":"rule","body":"Those who lead the Blood Herds do so from the front, their acts of gratuitous violence fuelling the primal fury of their kin. If the General of a Minotaur Blood Herd becomes Frenzied as a result of the Blood Rage special rule, any friendly units within its Command range will also become Frenzied. The General (Characters) Minotaur Blood Herd Frenzy Blood Rage Command Range"},"151":{"id":"beastmen-brayherds/rule/dark-coven","path":"beastmen-brayherds/rule/dark-coven","title":"Dark Coven","pathText":"beastmen brayherds rule dark coven","type":"rule","body":"Whilst Beastmen rampage across the countryside, revelling in their wanton destruction, the sinister Bray-Shamans gather together, pooling their power to cast their infernal rituals. Beastmen Shamans within a Wild Herd army may leach power from nearby Wizards when they attempt to cast a spell or when attempting a Wizardly Dispel. To do so, when a Bray-Shaman or Great Bray-Shaman makes a Casting or Dispel roll, they may apply a +1 modifier to the roll if one or more friendly Wizards that are not fleeing and have not succumbed to Stupidity are within their Command range. However, if they roll a natural double 1, something has gone horribly wrong. Roll immediately on the Miscast table as normal but apply the result to the Bray-Shaman or Great Bray-Shaman that made the attempt and to each friendly Wizard within their Command range. Wild Herd Wizardly Dispel Bray-Shaman Great Bray-Shaman Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result Miscast Table"},"152":{"id":"beastmen-brayherds/rule/drunken","path":"beastmen-brayherds/rule/drunken","title":"Drunken","pathText":"beastmen brayherds rule drunken","type":"rule","body":"Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Start of Turn Frenzy Random Movement Frenzy"},"153":{"id":"beastmen-brayherds/rule/eadbutt-giant","path":"beastmen-brayherds/rule/eadbutt-giant","title":"'Eadbutt (Giant)","pathText":"beastmen brayherds rule eadbutt giant","type":"rule","body":"The Giant singles out a lone enemy and 'eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"154":{"id":"beastmen-brayherds/rule/endless-malice","path":"beastmen-brayherds/rule/endless-malice","title":"Endless Malice","pathText":"beastmen brayherds rule endless malice","type":"rule","body":"A Preyton will rend and tear at the corpses of its victims with such malice as to fill the hearts of onlookers with cold dread. If this model wins a round of combat and chooses to restrain and reform (and passes its Leadership test to do so), enemy units within 6\" of it must make a Panic test as if a nearby friend had been destroyed. Leadership Tests Panic Tests"},"155":{"id":"beastmen-brayherds/rule/ensorcelled-weapons","path":"beastmen-brayherds/rule/ensorcelled-weapons","title":"Ensorcelled Weapons","pathText":"beastmen brayherds rule ensorcelled weapons","type":"rule","body":"Many warriors brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power. A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Hand Weapon Magical Attacks Armour Piercing"},"156":{"id":"beastmen-brayherds/rule/father-of-beasts","path":"beastmen-brayherds/rule/father-of-beasts","title":"Father of Beasts","pathText":"beastmen brayherds rule father of beasts","type":"rule","body":"Ghorros Warhoof is well-known to the Centigor herds of the Old World, and his misshapen kin are always eager to prove their worth in his presence. Whilst within Ghorros Warhoof's Command range, friendly Centigor Herds may re-roll the D6 when rolling on the Drunken table. Command Range Centigor Herd Drunken"},"157":{"id":"beastmen-brayherds/rule/foe-render","path":"beastmen-brayherds/rule/foe-render","title":"Foe Render","pathText":"beastmen brayherds rule foe render","type":"rule","body":"The crude weapons of Beastmen are empowered by their bearer's primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Primal Fury Hand Weapon Armour Piercing"},"158":{"id":"beastmen-brayherds/rule/future-sight","path":"beastmen-brayherds/rule/future-sight","title":"Future Sight","pathText":"beastmen brayherds rule future sight","type":"rule","body":"Though blind, Kralmaw is gifted with future visions that allow him to remove himself from harm's way. Kralmaw has a 4+ Ward save against any wounds suffered. Ward Saves"},"159":{"id":"beastmen-brayherds/rule/gaze-of-the-gods","path":"beastmen-brayherds/rule/gaze-of-the-gods","title":"Gaze of the Gods","pathText":"beastmen brayherds rule gaze of the gods","type":"rule","body":"Champions of Chaos constantly strive to draw their patron's attention upon the battlefield. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion's skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion's armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one). Command"},"160":{"id":"beastmen-brayherds/rule/ghostsight","path":"beastmen-brayherds/rule/ghostsight","title":"Ghostsight","pathText":"beastmen brayherds rule ghostsight","type":"rule","body":"The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save. The Combat Phase Ward Saves Regeneration (X+)"},"161":{"id":"beastmen-brayherds/rule/giant-attacks","path":"beastmen-brayherds/rule/giant-attacks","title":"Giant Attacks","pathText":"beastmen brayherds rule giant attacks","type":"rule","body":"Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And... attack, a Giant may choose to make a 'Giant Attack'. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: D6 Result 1 'Eadbutt 2 Belly Flop 3-4 Mighty Swing 5 Thump with Club 6 Jump Up & Down Pick Up And... 'Eadbutt (Giant) Belly Flop Mighty Swing (Giant) Thump with Club Jump Up & Down"},"162":{"id":"beastmen-brayherds/rule/gifts-from-the-dark-gods","path":"beastmen-brayherds/rule/gifts-from-the-dark-gods","title":"Gifts from the Dark Gods","pathText":"beastmen brayherds rule gifts from the dark gods","type":"rule","body":"The wild herds are the most unruly of their kind and perhaps the closest to their foul gods. As such, they are afflicted with more mutations than most of their kin and carry artefacts of great power with them into battle. Character models in this army may spend an additional 25 points on magic items and an additional 25 points on Chaos Mutations. Chaos Mutations"},"163":{"id":"beastmen-brayherds/rule/guardians-of-the-herdstones","path":"beastmen-brayherds/rule/guardians-of-the-herdstones","title":"Guardians of the Herdstones","pathText":"beastmen brayherds rule guardians of the herdstones","type":"rule","body":"Those who vigilantly watch over the sacred sites of the Chaos gods are blessed with powerful boons. Doombulls and Gorebulls in a Minotaur Blood Herd may: Take Chaos Mutations and/or Gifts of Chaos up to a total of 50 points Note that this option replaces the option to take Chaos Mutations as shown in Ravening Hordes. Doombull Gorebull Minotaur Blood Herd Chaos Mutations Gifts of Chaos"},"164":{"id":"beastmen-brayherds/rule/herdstones","path":"beastmen-brayherds/rule/herdstones","title":"Herdstones","pathText":"beastmen brayherds rule herdstones","type":"rule","body":"A Herdstone is a unique type of special feature, measuring no more than 6\" at its widest point. Unless stated otherwise, a single Herdstone may be included as a Special choice in any Beastmen Brayherds army made using any army composition list. A Herdstone is an impassable terrain feature and must be fielded as presented here. Alternatively, if the players agree, a special feature specified by a scenario can be replaced with a Herdstone. Placing a Herdstone Once the players have finished placing terrain and have rolled for deployment, a Beastmen Brayherds player whose muster list includes a Herdstone may place it on the battlefield. The Herdstone may be placed anywhere on the battlefield that is not within their opponent's deployment zone and not within 6\" of the centre of the battlefield. Alternatively, if the Herdstone is replacing a special feature specified by a scenario, it must be placed as described by the scenario. Controlling a Herdstone A Herdstone can be controlled by a single unit that is within 6\" of it, that has a Unit Strength of five or more and that is not fleeing. If two or more eligible units belonging to opposing armies are within 6', the unit closest to the Herdstone controls it. If two units belonging to opposing armies are equally close, the Herdstone is 'contested' and neither unit controls it. Special Rules \"A Tingle in the Air\": The air around a Herdstone tingles strangely, and those that stand too close report of a funny taste in their mouths. The unit that controls the Herdstone gains Magic Resistance (-1). Bestial Fury: Beneath the shadow of a Herdstone, Beastmen fight with terrible ferocity, shedding blood and gore in honour of the Ruinous Powers. If the Herdstone is controlled by a Beastmen Brayherds unit, friendly Beastmen Brayherds units that are within 12\" of the Herdstone may re-roll any rolls To Wound of a natural 1 made whilst it is engaged in combat. Dark Sorcery: The Winds of Magic flow strangely around a Herdstone, as if warped by its malevolence. If the Herdstone is controlled by a Beastmen Brayherds unit, friendly Beastmen Brayherds Wizards that are within 12\" of the Herdstone gain a +1 modifier to their Casting rolls, and enemy Wizards that are within 12\" of the Herdstone suffer a -1 modifier to their Casting rolls. Fearsome Edifice: Covered with strange sigils daubed in blood, an aura of evil surrounds a Herdstone. Whilst within 12\" of a Herdstone that is controlled by a Beastmen Brayherds unit, enemy units suffer a -1 modifier to their Leadership characteristic when making a Leadership test due to Fear, Panic or Terror. Victory Points: As with all special features, a Herdstone is an important landmark and controlling one at the end of a battle is a significant achievement. To represent this, if either player controls a Herdstone at the end of the battle, that player is awarded a bonus of 200 Victory Points. Special Features (Battlefield Terrain) Impassable Terrain Magic Resistance (-X) Casting Roll, Casting Result & Casting Value Fear Panic Tests Terror Victory Points (Warhammer Battles)"},"165":{"id":"beastmen-brayherds/rule/jump-up-and-down","path":"beastmen-brayherds/rule/jump-up-and-down","title":"Jump Up & Down","pathText":"beastmen brayherds rule jump up and down","type":"rule","body":"The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour saves permitted (Ward and Regeneration saves can be attempted as normal). Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"166":{"id":"beastmen-brayherds/rule/leader-of-the-pack-beastmen","path":"beastmen-brayherds/rule/leader-of-the-pack-beastmen","title":"Leader of the Pack (Beastmen)","pathText":"beastmen brayherds rule leader of the pack beastmen","type":"rule","body":"Ungor Ravagers follow their charges to battle, goading them towards the enemy with jagged spears. Models with this special rule can be taken as part of a unit of Primal Warhounds. Models with this special rule must be positioned at the rear of their unit, making up its rear rank(s). Any Primal Warhounds the unit contains must always occupy the front ranks) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns). Primal Warhounds"},"167":{"id":"beastmen-brayherds/rule/leering-spirit","path":"beastmen-brayherds/rule/leering-spirit","title":"Leering Spirit","pathText":"beastmen brayherds rule leering spirit","type":"rule","body":"Leering spirits creep ahead of Kralmaw, corrupting the minds and bodies of the innocent. When Kralmaw is deployed, place a Leering Spirit marker anywhere on the battlefield that is not within 8\" of an enemy unit. Once placed, a Leering Spirit marker does not move but has a 360° line of sight. The marker cannot be charged, targeted or attacked in any way. However, if Kralmaw is removed from play as a casualty, the Leering Spirit marker is also removed from play. During the Shooting phase of each of Kralmaw's turns, the Leering Spirit marker may cast the Devolve spell from the Lore of Beasts as a Bound Spell with a Power Level of 3. Note that the Leering Spirit marker is ignored for the purposes of movement, combat and line of sight, as if it was not there. Should the presence of it interfere with the position of units, simply make note of its position and move it aside, replacing it when convenient to do so. The Shooting Phase Devolve Lore of Beasts Bound Spells"},"168":{"id":"beastmen-brayherds/rule/maddening-aura","path":"beastmen-brayherds/rule/maddening-aura","title":"Maddening Aura","pathText":"beastmen brayherds rule maddening aura","type":"rule","body":"So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8\" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Command Leadership Tests Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"169":{"id":"beastmen-brayherds/rule/magics-of-the-dark-gods","path":"beastmen-brayherds/rule/magics-of-the-dark-gods","title":"Magics of the Dark Gods","pathText":"beastmen brayherds rule magics of the dark gods","type":"rule","body":"The power of the gods of Chaos allows beasts with even a base cunning to possess great sorcerous talent, even if its wielder does not fully understand the great and terrible power they now wield. The General of a Minotaur Blood Herd must be a Doombull or Gorebull. For +35 points, this character may be a Level 1 Wizard, or for +65 points, this character may be a Level 2 Wizard. If so, this character knows spells from the Lore of Battle Magic or the Lore of Dark Magic. A Wizard with this special rule may wear armour without penalty. Minotaur Blood Herd Doombull Gorebull Battle Magic Dark Magic"},"170":{"id":"beastmen-brayherds/rule/mighty-swing-giant","path":"beastmen-brayherds/rule/mighty-swing-giant","title":"Mighty Swing (Giant)","pathText":"beastmen brayherds rule mighty swing giant","type":"rule","body":"The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant's club has a Strength characteristic of S+1 and an AP of -2. Random Attacks Armour Piercing"},"171":{"id":"beastmen-brayherds/rule/mixed-unit","path":"beastmen-brayherds/rule/mixed-unit","title":"Mixed Unit","pathText":"beastmen brayherds rule mixed unit","type":"rule","body":"Made up of both Gors and Ungors, Primal Warherds are a chaotic foe. Models within a Primal Warherd have different Weapon Skill and Toughness characteristics. Before rolling To Wound, hits caused by enemy shooting should be divided as evenly as possible between Gors and Ungors. In combat, enemy models must direct their attacks against models in the fighting rank of this unit. The Fighting Rank"},"172":{"id":"beastmen-brayherds/rule/pick-up-and","path":"beastmen-brayherds/rule/pick-up-and","title":"Pick Up And...","pathText":"beastmen brayherds rule pick up and","type":"rule","body":"Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant's clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is regular infantry or heavy infantry may choose to make a 'Pick Up And...' attack. To make a Pick Up And... attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. If this test is passed, the warriors manage to duck and dodge away from the Giant's grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit. Giant Attacks Regular Infantry Heavy Infantry"},"173":{"id":"beastmen-brayherds/rule/primal-fury","path":"beastmen-brayherds/rule/primal-fury","title":"Primal Fury","pathText":"beastmen brayherds rule primal fury","type":"rule","body":"Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to 'Primal Fury' until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1. Choose & Fight Combat Leadership Tests The Combat Phase"},"174":{"id":"beastmen-brayherds/rule/razor-tusks","path":"beastmen-brayherds/rule/razor-tusks","title":"Razor Tusks","pathText":"beastmen brayherds rule razor tusks","type":"rule","body":"Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of this model's tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a the model, not to a chariot or its crew (should it have one). Armour Piercing Hand Weapon"},"175":{"id":"beastmen-brayherds/rule/roaming-warbands","path":"beastmen-brayherds/rule/roaming-warbands","title":"Roaming Warbands","pathText":"beastmen brayherds rule roaming warbands","type":"rule","body":"Beastmen are notorious for their ambush tactics, but Wild Herds will often splinter into far smaller bands that burn and pillage before converging upon their main target. Within a Wild Herd army, any number of Gor Herds, Ungor Herds, Primal Warherds and Centigor Herds may have the Ambushers special rule at the cost of + 1 point per model. Any number of Beastmen Chieftains and Centigor Chieftains may have the Ambushers special rule at the cost of +10 points per model. In addition, 0-1 Gor Herd, Ungor Herd or Centigor Herd per 1,000 points with a Unit Strength of 10 or less may be given the Ambushers special rule for free. Wild Herd Gor Herd Ungor Herd Primal Warherd Centigor Herd Ambushers Unit Strength"},"176":{"id":"beastmen-brayherds/rule/slaughterers-call","path":"beastmen-brayherds/rule/slaughterers-call","title":"Slaughterer's Call","pathText":"beastmen brayherds rule slaughterers call","type":"rule","body":"The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied. Frenzy"},"177":{"id":"beastmen-brayherds/rule/soul-eater","path":"beastmen-brayherds/rule/soul-eater","title":"Soul-eater","pathText":"beastmen brayherds rule soul eater","type":"rule","body":"The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12\" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal. Leadership Tests"},"178":{"id":"beastmen-brayherds/rule/spurting-bile-blood","path":"beastmen-brayherds/rule/spurting-bile-blood","title":"Spurting Bile Blood","pathText":"beastmen brayherds rule spurting bile blood","type":"rule","body":"When harmed, a Jabberslythe's boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1. The Combat Phase Armour Piercing"},"179":{"id":"beastmen-brayherds/rule/stony-stare","path":"beastmen-brayherds/rule/stony-stare","title":"Stony Stare","pathText":"beastmen brayherds rule stony stare","type":"rule","body":"Where the creature's gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). The Combat Phase Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"180":{"id":"beastmen-brayherds/rule/storm-call","path":"beastmen-brayherds/rule/storm-call","title":"Storm Call","pathText":"beastmen brayherds rule storm call","type":"rule","body":"The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type Magic Missile Casting Value 7+ Range Self If this Bound spell is cast, all units within 6\" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1. Bound Spells Magic Missiles Range 'Self' Spells Armour Piercing"},"181":{"id":"beastmen-brayherds/rule/swallow-whole","path":"beastmen-brayherds/rule/swallow-whole","title":"Swallow Whole","pathText":"beastmen brayherds rule swallow whole","type":"rule","body":"As the Ghorgon rampages through the enemy's battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of regular infantry or heavy infantry may choose to make a 'Swallow Whole' attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound. Command Regular Infantry Heavy Infantry"},"182":{"id":"beastmen-brayherds/rule/the-quickening-storm","path":"beastmen-brayherds/rule/the-quickening-storm","title":"The Quickening Storm","pathText":"beastmen brayherds rule the quickening storm","type":"rule","body":"Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call, it becomes 'Quickened'. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase. Ward Saves Magic Missiles Magical Vortex Storm Call Start of Turn"},"183":{"id":"beastmen-brayherds/rule/the-sons-of-ghorros","path":"beastmen-brayherds/rule/the-sons-of-ghorros","title":"The Sons of Ghorros","pathText":"beastmen brayherds rule the sons of ghorros","type":"rule","body":"Almost every herd of beasts contains a few dozen of Ghorros get. These brutes fight all the harder in their sire's presence to earn his acknowledgement. 0-1 Centigor herd in the same muster list as Ghorros may be upgraded to Sons of Ghorros for +2 points per model. Sons of Ghorros have a + 1 modifier to their Weapon Skill and Leadership characteristics (to a maximum of 10) and gain the Armour Bane (1) special rule. Centigor Herd Armour Bane (X)"},"184":{"id":"beastmen-brayherds/rule/thump-with-club","path":"beastmen-brayherds/rule/thump-with-club","title":"Thump with Club","pathText":"beastmen brayherds rule thump with club","type":"rule","body":"The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant's club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. Armour Piercing Multiple Wounds (X)"},"185":{"id":"beastmen-brayherds/spell/call-of-the-wild","path":"beastmen-brayherds/spell/call-of-the-wild","title":"Call of the Wild","pathText":"beastmen brayherds spell call of the wild","type":"spell","body":"Filled with primal energy, the Children of Chaos move across the battlefield with unwholesome vigour. Type Conveyance Casting Value 8+ Range 12\" This spell can only target friendly models whose troop type is infantry or cavalry. Until the end of this turn, the target friendly unit gains the Reserve Move special rule. Conveyance Infantry Cavalry Reserve Move"},"186":{"id":"beastmen-brayherds/spell/devolve","path":"beastmen-brayherds/spell/devolve","title":"Devolve","pathText":"beastmen brayherds spell devolve","type":"spell","body":"Delving into their enemies' minds, the Shaman magnifies the savage and animalistic parts of their psyche until they are no more than growling beasts. Type Magic Missile Casting Value 8+ Range 15\" The target enemy unit must immediately make a Leadership test. If this test is failed, it loses a number of Wounds equal to the amount by which it failed the test. Magic Missiles Leadership Tests"},"187":{"id":"beastmen-brayherds/spell/flock-of-doom-beastmen","path":"beastmen-brayherds/spell/flock-of-doom-beastmen","title":"Flock of Doom (Beastmen)","pathText":"beastmen brayherds spell flock of doom beastmen","type":"spell","body":"Summoned by the Bray-Shaman's cries, a flock of carrion birds descends upon the foe, striking at eyes and tearing through flesh. Type Assailment Casting Value 8+ Range Combat Place a small (3\") blast template so that its central hole is directly over the centre of a unit the caster is engaged in combat with. Once placed, the template will scatter D3+1\". Any enemy model whose base lies underneath the template's final position risks being hit and suffering a single Strength 3 hit with an AP of -. These hits have the Multiple Wounds (2) special rule. Assailment Templates Armour Piercing Multiple Wounds (X)"},"188":{"id":"beastmen-brayherds/spell/fury-of-the-beast","path":"beastmen-brayherds/spell/fury-of-the-beast","title":"Fury of the Beast","pathText":"beastmen brayherds spell fury of the beast","type":"spell","body":"Driven by the Bray-Shaman's invocations, the Children of Chaos flow like a tide of violence over the enemy. Type Enchantment Casting Value 9+ Range Self Until the end of this turn, the caster and any unit they have joined gains the Fight in Extra Rank special rule. Enchantment Range 'Self' Spells Fight in Extra Rank"},"189":{"id":"beastmen-brayherds/spell/in-the-gloaming-wildwood","path":"beastmen-brayherds/spell/in-the-gloaming-wildwood","title":"In the Gloaming Wildwood","pathText":"beastmen brayherds spell in the gloaming wildwood","type":"spell","body":"The words of half-forgotten folk tales fill the enemy's minds, instilling them with a childlike fear of the dark forests. Type Hex Casting Value 10+ Range 15\" Remains in Play. Whilst this spell is in play, the target enemy unit Fears all models in the caster's army (not including allies or mercenaries). Models in the caster's army that already have the Fear special rule cause Terror in the target unit instead. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Remains in Play Fear Terror"},"190":{"id":"beastmen-brayherds/spell/mantle-of-ghorok","path":"beastmen-brayherds/spell/mantle-of-ghorok","title":"Mantle of Ghorok","pathText":"beastmen brayherds spell mantle of ghorok","type":"spell","body":"Ghorok was a legendary Minotaur, ferocious as a storm. When possessed by his spirit-mantle, a Shaman becomes a terror on the battlefield, though to summon his rage is not without risk. Type Enchantment Casting Value 8+ Range Self Until the end of this turn, the caster gains a +D6 modifier to their Strength and Attacks characteristics (to a maximum of 10). However, if a 6 is rolled, this modifier is lost and the caster instead loses a single Wound. Enchantment Range 'Self' Spells"},"191":{"id":"beastmen-brayherds/spell/neath-the-shaden-wodespan","path":"beastmen-brayherds/spell/neath-the-shaden-wodespan","title":"'Neath The Shaden Wodespan","pathText":"beastmen brayherds spell neath the shaden wodespan","type":"spell","body":"Spectral forests loom above the battlefield, spreading creeping shadows that fill the enemy with dread. Type Magical Vortex Casting Value 10+ Range 15\" Remains in Play. Place a large (5\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 6\" of the template, enemy units suffer a -2 modifier to their Ballistic Skill characteristic (to a minimum of 1). Any enemy unit that ends its movement within 3\" of the template must immediately make a Panic test. If this test is failed, the unit will flee directly away from the nearest enemy unit which is not itself fleeing. Magical Vortex Remains in Play Templates Dangerous Terrain Panic Tests"},"192":{"id":"beastmen-brayherds/spell/primordial-gloom","path":"beastmen-brayherds/spell/primordial-gloom","title":"Primordial Gloom","pathText":"beastmen brayherds spell primordial gloom","type":"spell","body":"As the Bray-Shaman bellows praise to the gods, the sky above darkens and the soil underfoot swarms with unclean creatures. Type Magical Vortex Casting Value 9+ Range 12\" Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain. Whilst within 6\" of the template, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and treat open ground as difficult terrain. Magical Vortex Remains in Play Templates Dangerous Terrain Difficult Terrain"},"193":{"id":"beastmen-brayherds/spell/strangleroot","path":"beastmen-brayherds/spell/strangleroot","title":"Strangleroot","pathText":"beastmen brayherds spell strangleroot","type":"spell","body":"The Bray-Shaman gestures towards the foe, summoning twisted and blackened roots to grasp and strangle its enemies. Type Magic Missile Casting Value 8+ Range 4D6\" Draw a straight line, 4D6\" in length, from the caster's base edge. Any enemy model whose base falls under this line suffers D3 Strength 3 hits, each with an AP of -2. Magic Missiles Armour Piercing"},"194":{"id":"beastmen-brayherds/spell/viletide","path":"beastmen-brayherds/spell/viletide","title":"Viletide","pathText":"beastmen brayherds spell viletide","type":"spell","body":"The Shaman calls to the creeping things that nest in the decaying undergrowth, creating a vile wave of spiders, centipedes and slugbeetles that swarm over the foe. Type Magic Missile Casting Value 9+ Range 15\" The target enemy unit suffers 5D6 Strength 1 hits, each with an AP of -2. Magic Missiles Armour Piercing"},"195":{"id":"beastmen-brayherds/unit/beastlord","path":"beastmen-brayherds/unit/beastlord","title":"Beastlord","pathText":"beastmen brayherds unit beastlord","type":"unit","body":"Beastlord Cost 115 Base Size 25 x 25 mm (min) 30 x 30 mm (max) Unit Size 1 Type Beastmen Chieftains Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Blood Rage Brayhorn (General only) Foe Render Gaze of the Gods Mark of Chaos Undivided Primal Fury Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take one of the following: Light armour (+2 points) Heavy armour (+4 points) May take a shield (+2 points) May take Chaos Mutations up to a total of 50 points 0-1 per 1,000 points may: Have the Ambushers special rule (+10 points) Or: Be mounted on a Tuskgor Chariot (+85 points) Be mounted on a Razorgor Chariot (+120 points) A Beastlord may purchase magic items up to a total of 100 points Optional Rules Ambushers Beastmen Chieftains Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Blood Rage Blood Rage Brayhorn Brayhorn Foe Render Foe Render Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Heavy Armour Shield Chaos Mutations Ambushers Tuskgor Chariot Razorgor Chariot Ambushers Ambushers"},"196":{"id":"beastmen-brayherds/unit/bestigor","path":"beastmen-brayherds/unit/bestigor","title":"Bestigor Herd","pathText":"beastmen brayherds unit bestigor","type":"unit","body":"Bestigor Gourge-horn Cost 13 Base Size 30 x 30 mm Unit Size 5+ Type Bestigor Herds Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons great weapons heavy armour Special Rules Blood Rage Close Order Furious Charge Mark of Chaos Undivided Primal Fury Warband Options Any unit may: Upgrade one model to a Gouge-horn (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Gouge-horn may take: Chaos Mutations up to a total of 25 points Magic items up to a total of 25 points 0-1 unit in your army may: Have the Stubborn special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Optional Rules Stubborn Veteran Bestigor Herds Heavy Infantry Infantry Hand Weapon Hand Weapon Great Weapon Great Weapon Heavy Armour Heavy Armour Blood Rage Blood Rage Close Order Close Order Furious Charge Furious Charge Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband Chaos Mutations Stubborn Veteran Stubborn Stubborn Veteran Veteran"},"197":{"id":"beastmen-brayherds/unit/bray-shaman","path":"beastmen-brayherds/unit/bray-shaman","title":"Bray-Shaman","pathText":"beastmen brayherds unit bray shaman","type":"unit","body":"Bray-Shaman Cost 65 Base Size 25 x 25 mm (min) 30 x 30 mm (max) Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Braystaff Special Rules Gaze of the Gods Lore of Beasts Mark of Chaos Undivided Primal Fury Warband Options May take Chaos Mutations up to a total of 50 points 0-1 per 1,000 points may: Have the Ambushers special rule (+10 points) Or: Be mounted on a Tuskgor Chariot (+85 points) Be mounted on a Razorgor Chariot (+120 points) A Bray-Shaman may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Optional Rules Ambushers Regular Infantry Characters (Troop Types) Infantry Daemonology Dark Magic Elementalism Braystaff Braystaff Gaze of the Gods Gaze of the Gods Lore of Beasts Lore of Beasts Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband Chaos Mutations Ambushers Tuskgor Chariot Razorgor Chariot Ambushers Ambushers"},"198":{"id":"beastmen-brayherds/unit/centigor","path":"beastmen-brayherds/unit/centigor","title":"Centigor Herd","pathText":"beastmen brayherds unit centigor","type":"unit","body":"Centigor Gorehoof Cost 17 Base Size 30 x 60 mm Unit Size 5+ Type Centigor Herds Troop Type Light Cavalry Unit Category Cavalry Equipment Hand weapons shields Special Rules Drunken Fast Cavalry Horde Mark of Chaos Undivided Move Through Cover Open Order Primal Fury Skirmishers Stomp Attacks (1) Swiftstride Warband Options The entire unit may take one of the following: Cavalry spears (+1 point per model) Throwing spears (+1 point per model) Or: May replace shields with great weapons (+1 point per model) The entire unit may take one of the following: Throwing axes (+1 point per model) Javelins (+1 point per model) Any unit may: Upgrade one model to a Gorehoof (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Gorehoof may purchase magic items up to a total of 25 points 0-1 unit in your army may have the Ambushers special rule (+1 point per model) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Optional Rules Ambushers Centigor Herds Light Cavalry Cavalry Hand Weapon Hand Weapon Shield Shield Drunken Drunken Fast Cavalry Fast Cavalry Horde Horde Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Open Order Formation Open Order Formation Primal Fury Primal Fury Skirmish Formation Skirmish Formation Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Warband Warband Cavalry Spear Throwing Spear Shield Great Weapon Throwing Axe Javelin Ambushers Ambushers Ambushers"},"199":{"id":"beastmen-brayherds/unit/chaos-giant","path":"beastmen-brayherds/unit/chaos-giant","title":"Chaos Giant","pathText":"beastmen brayherds unit chaos giant","type":"unit","body":"Giant Cost 200 Base Size 50 x 50 mm (min), 50 x 75 mm (max) Unit Size 1 Type Chaos Giant Troop Type Behemoth Unit Category Monster Equipment Giant's club calloused hide (counts as light armour) Special Rules Close Order Giant Attacks Immune to Psychology Large Target Pick Up And… Stomp Attacks (D6) Terror Timmm-berrr! Unbreakable Options May have scaly skin (counts as heavy armour) (+10 points) May have the Regeneration (6+) special rule (+20 points) Optional Rules Regeneration (6+) Behemoths Monsters Giant's Club Giant's Club Light Armour Light Armour Close Order Close Order Giant Attacks Giant Attacks Immune to Psychology Immune to Psychology Large Target Large Target Pick Up And... Pick Up And... Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable Heavy Armour Regeneration (X+) Regeneration (X+) Regeneration (X+)"},"200":{"id":"beastmen-brayherds/unit/chaos-warhounds","path":"beastmen-brayherds/unit/chaos-warhounds","title":"Chaos Warhounds","pathText":"beastmen brayherds unit chaos warhounds","type":"unit","body":"Chaos Warhound Cost 6 Base Size 25 x 50 mm Unit Size 5+ Type Chaos Warhounds Troop Type War Beast Unit Category Cavalry Equipment Claws fangs (counts as a hand weapon) Special Rules Loner Move Through Cover Open Order Swiftstride Options Any unit may have: The Armoured Hide (1) special rule (+1 point per model) The Poisoned Attacks special rule (+1 point per model) The Vanguard special rule (+5 points per unit) Warriors of Chaos only. Any unit may be accompanied by a Chaos Warhound Handler (+15 points per unit) Optional Rules Armoured Hide (1) Poisoned Attacks Vanguard Chaos Warhounds War Beasts Cavalry Hand Weapon Hand Weapon Loner Loner Move Through Cover Move Through Cover Open Order Formation Open Order Formation Swiftstride Swiftstride Armoured Hide (X) Poisoned Attacks Vanguard Chaos Warhound Handler Armoured Hide (X) Armoured Hide (X) Poisoned Attacks Poisoned Attacks Vanguard Vanguard"},"201":{"id":"beastmen-brayherds/unit/chariot","path":"beastmen-brayherds/unit/chariot","title":"Tuskgor Chariot","pathText":"beastmen brayherds unit chariot","type":"unit","body":"A Tuskgor Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Bestigor Crew (x1) Gor Crew (x1) Tuskgor (x2) Cost 85 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Tuskgor Chariots Troop Type Heavy Chariot Unit Category Chariot Equipment Bestigor Crew: Hand weapon and great weapon Gor Crew: Hand weapon and cavalry spear Tuskgors: Tusks (counts as hand weapon) Special Rules Close Order First Charge Impact Hits (D6+1) Mark of Chaos Undivided Primal Fury Razor Tusks Warband Tuskgor Chariots Heavy Chariots Chariots Hand Weapon Great Weapon Hand Weapon Cavalry Spear Hand Weapon Close Order Close Order First Charge First Charge Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Razor Tusks Razor Tusks Warband Warband"},"202":{"id":"beastmen-brayherds/unit/cockatrice","path":"beastmen-brayherds/unit/cockatrice","title":"Cockatrice","pathText":"beastmen brayherds unit cockatrice","type":"unit","body":"Cockatrice Cost 155 Base Size 50 x 50 mm Unit Size 1 Type Cockatrice Troop Type Monstrous Creature Unit Category Monster Equipment Claws (counts as a hand weapon) petrifying gaze scaly skin (counts as heavy armour) Special Rules Close Order Fly (10) Large Target Stomp Attacks (1) Stony Stare Swiftstride Terror Monstrous Creatures Monsters Hand Weapon Hand Weapon Petrifying Gaze Petrifying Gaze Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Stony Stare Stony Stare Swiftstride Swiftstride Terror Terror"},"203":{"id":"beastmen-brayherds/unit/cygor","path":"beastmen-brayherds/unit/cygor","title":"Cygor","pathText":"beastmen brayherds unit cygor","type":"unit","body":"Cygor Cost 205 Base Size 60 x 100 mm Unit Size 1 Type Cygor Troop Type Behemoth Unit Category Monster Equipment Claws (counts as a hand weapon) hurl attack calloused hide (counts as light armour) Special Rules Close Order Ghostsight Immune to Psychology Large Target Soul-eater Stomp Attacks (D3) Stubborn Terror Timmm-berrr! Behemoths Monsters Hand Weapon Hand Weapon Hurl Attack Hurl Attack Light Armour Light Armour Close Order Close Order Ghostsight Ghostsight Immune to Psychology Immune to Psychology Large Target Large Target Soul-eater Soul-eater Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Timmm-berrr! Timmm-berrr!"},"204":{"id":"beastmen-brayherds/unit/doombull","path":"beastmen-brayherds/unit/doombull","title":"Doombull","pathText":"beastmen brayherds unit doombull","type":"unit","body":"Doombull Cost 210 Base Size 50 x 50 mm Unit Size 1 Type Minotaur Champions Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Armour Bane (1) Blood Greed Blood Rage Bull-gors Fear Foe Render Gaze of the Gods Impact Hits (1) Mark of Chaos Undivided Primal Fury Slaughterer's Call Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take one of the following: Light armour (+3 points) Heavy armour (+6 points) May take a shield (+5 points) May take Chaos Mutations up to a total of 50 points A Doombull may purchase magic items up to a total of 100 points Minotaur Champions Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Blood Greed Blood Greed Blood Rage Blood Rage Bull-gors Bull-gors Fear Fear Foe Render Foe Render Gaze of the Gods Gaze of the Gods Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Slaughterer's Call Slaughterer's Call Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Heavy Armour Shield Chaos Mutations"},"205":{"id":"beastmen-brayherds/unit/dragon-ogre","path":"beastmen-brayherds/unit/dragon-ogre","title":"Dragon Ogres","pathText":"beastmen brayherds unit dragon ogre","type":"unit","body":"Dragon Ogre Shartak Cost 59 Base Size 50 x 75 mm Unit Size 2-9 Type Dragon Ogres Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons light armour Special Rules Armour Bane (1) Armoured Hide (2) Close Order Fear Ensorcelled Weapons Immune to Psychology Stomp Attacks (2) The Quickening Storm Options The entire unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) Halberds (+3 points per model) The entire unit may replace light armour with heavy armour (+3 points per model) Any unit may upgrade one model to a Shartak (champion) (+7 points per unit) A Shartak may: Take Chaos Mutations up to a total of 25 points Purchase magic items up to a total of 25 points Dragon Ogres Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Close Order Close Order Fear Fear Ensorcelled Weapons Ensorcelled Weapons Immune to Psychology Immune to Psychology Stomp Attacks (X) Stomp Attacks (X) The Quickening Storm The Quickening Storm Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Light Armour Heavy Armour"},"206":{"id":"beastmen-brayherds/unit/ghorgon","path":"beastmen-brayherds/unit/ghorgon","title":"Ghorgon","pathText":"beastmen brayherds unit ghorgon","type":"unit","body":"Ghorgon Cost 245 Base Size 60 x 100 mm Unit Size 1 Type Ghorgon Troop Type Behemoth Unit Category Monster Equipment Cleaver-limbs calloused hide (counts as light armour) Special Rules Blood Greed Close Order Frenzy Large Target Primal Fury Regeneration (6+) Stomp Attacks (D3) Stubborn Swallow Whole Terror Timmm-berrr! Behemoths Monsters Cleaver-limbs Cleaver-limbs Light Armour Light Armour Blood Greed Blood Greed Close Order Close Order Frenzy Frenzy Large Target Large Target Primal Fury Primal Fury Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Swallow Whole Swallow Whole Terror Terror Timmm-berrr! Timmm-berrr!"},"207":{"id":"beastmen-brayherds/unit/ghorros-warhoof","path":"beastmen-brayherds/unit/ghorros-warhoof","title":"Ghorros Warhoof","pathText":"beastmen brayherds unit ghorros warhoof","type":"unit","body":"Ghorros Warhoof is a Centigor Chieftain. He may be included in any Beastmen Brayherds army made using any army composition list that includes this option. He must be fielded as presented here. Ghorros Warhoof Cost 155 Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Troop Type Named Character Unit Category Cavalry Equipment Hand weapon Mansmasher the Skull of the Unicorn Lord Special Rules Drunken Father of Beasts Gaze of the Gods Mark of Chaos Undivided Move Through Cover Primal Fury Stomp Attacks (D3) Swiftstride The Sons of Ghorros Warband Heavy Cavalry Named Characters (Warhammer Armies) Cavalry Hand Weapon Hand Weapon Mansmasher Mansmasher The Skull of the Unicorn Lord The Skull of the Unicorn Lord Drunken Drunken Father of Beasts Father of Beasts Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Primal Fury Primal Fury Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride The Sons of Ghorros The Sons of Ghorros Warband Warband"},"208":{"id":"beastmen-brayherds/unit/gor","path":"beastmen-brayherds/unit/gor","title":"Gor Herd","pathText":"beastmen brayherds unit gor","type":"unit","body":"Gor True-horn Cost 7 Base Size 25 x 25 mm Unit Size 5+ Type Gor Herds Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Bestial Charge Blood Rage Furious Charge Horde Mark of Chaos Undivided Move Through Cover Open Order Primal Fury Skirmishers Warband Options The entire unit must take one of the following: Additional hand weapons (Free) Shields (Free) Any unit may: Upgrade one model to a True-horn (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A True-horn may: Replace a hand weapon or its shield with a great weapon (Free) Purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Ambushers Gor Herds Regular Infantry Infantry Hand Weapon Hand Weapon Bestial Charge Bestial Charge Blood Rage Blood Rage Furious Charge Furious Charge Horde Horde Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Open Order Formation Open Order Formation Primal Fury Primal Fury Skirmish Formation Skirmish Formation Warband Warband Two Hand Weapons/Additional Hand Weapon Shield Ambushers Ambushers Ambushers"},"209":{"id":"beastmen-brayherds/unit/gorebull","path":"beastmen-brayherds/unit/gorebull","title":"Gorebull","pathText":"beastmen brayherds unit gorebull","type":"unit","body":"Gorebull Cost 130 Base Size 50 x 50 mm Unit Size 1 Type Minotaur Champions Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Armour Bane (1) Blood Greed Blood Rage Bull-gors Fear Foe Render Gaze of the Gods Impact Hits (1) Mark of Chaos Undivided Primal Fury Slaughterer's Call Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take one of the following: Light armour (+3 points) Heavy armour (+6 points) May take a shield (+5 points) May take Chaos Mutations up to a total of 50 points A Gorebull may purchase magic items up to a total of 50 points Minotaur Champions Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Blood Greed Blood Greed Blood Rage Blood Rage Bull-gors Bull-gors Fear Fear Foe Render Foe Render Gaze of the Gods Gaze of the Gods Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Slaughterer's Call Slaughterer's Call Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Heavy Armour Shield Chaos Mutations"},"210":{"id":"beastmen-brayherds/unit/great-bray-shaman","path":"beastmen-brayherds/unit/great-bray-shaman","title":"Great Bray-Shaman","pathText":"beastmen brayherds unit great bray shaman","type":"unit","body":"Great Bray-Shaman Cost 150 Base Size 25 x 25 mm (min) 30 x 30 mm (max) Unit Size 1 Type Beastmen Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Braystaff Special Rules Gaze of the Gods Lore of Beasts Mark of Chaos Undivided Primal Fury Warband Options May take Chaos Mutations up to a total of 50 points 0-1 per 1,000 points may: Have the Ambushers special rule (+10 points) Or: Be mounted on a Tuskgor Chariot (+85 points) Be mounted on a Razorgor Chariot (+120 points) A Great Bray-Shaman may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Optional Rules Ambushers Beastmen Shamans Regular Infantry Characters (Troop Types) Infantry Daemonology Dark Magic Elementalism Braystaff Braystaff Gaze of the Gods Gaze of the Gods Lore of Beasts Lore of Beasts Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband Chaos Mutations Ambushers Tuskgor Chariot Razorgor Chariot Ambushers Ambushers"},"211":{"id":"beastmen-brayherds/unit/harpy","path":"beastmen-brayherds/unit/harpy","title":"Harpies","pathText":"beastmen brayherds unit harpy","type":"unit","body":"Harpy Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Harpies Troop Type Regular Infantry Unit Category Infantry Equipment Claws (counts as hand weapons) Special Rules Fly (10) Move Through Cover Scouts Skirmishers Swiftstride Regular Infantry Infantry Hand Weapon Hand Weapon Fly (X) Fly (X) Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation Swiftstride Swiftstride"},"212":{"id":"beastmen-brayherds/unit/herdstone","path":"beastmen-brayherds/unit/herdstone","title":"Herdstone","pathText":"beastmen brayherds unit herdstone","type":"unit","body":"Herdstone Cost 100 Cost Override 100 points Base Size No more than 6\" at its widest point Unit Size 0-1 Special Rules Herdstones Herdstones A Herdstone is a unique type of special feature, measuring no more than 6\" at its widest point. Unless stated otherwise, a single Herdstone may be included as a Special choice in any Beastmen Brayherds army made using any army composition list. A Herdstone is an impassable terrain feature and must be fielded as presented here. Alternatively, if the players agree, a special feature specified by a scenario can be replaced with a Herdstone. Placing a Herdstone Once the players have finished placing terrain and have rolled for deployment, a Beastmen Brayherds player whose muster list includes a Herdstone may place it on the battlefield. The Herdstone may be placed anywhere on the battlefield that is not within their opponent's deployment zone and not within 6\" of the centre of the battlefield. Alternatively, if the Herdstone is replacing a special feature specified by a scenario, it must be placed as described by the scenario. Controlling a Herdstone A Herdstone can be controlled by a single unit that is within 6\" of it, that has a Unit Strength of five or more and that is not fleeing. If two or more eligible units belonging to opposing armies are within 6', the unit closest to the Herdstone controls it. If two units belonging to opposing armies are equally close, the Herdstone is 'contested' and neither unit controls it. Special Rules \"A Tingle in the Air\": The air around a Herdstone tingles strangely, and those that stand too close report of a funny taste in their mouths. The unit that controls the Herdstone gains Magic Resistance (-1). Bestial Fury: Beneath the shadow of a Herdstone, Beastmen fight with terrible ferocity, shedding blood and gore in honour of the Ruinous Powers. If the Herdstone is controlled by a Beastmen Brayherds unit, friendly Beastmen Brayherds units that are within 12\" of the Herdstone may re-roll any rolls To Wound of a natural 1 made whilst it is engaged in combat. Dark Sorcery: The Winds of Magic flow strangely around a Herdstone, as if warped by its malevolence. If the Herdstone is controlled by a Beastmen Brayherds unit, friendly Beastmen Brayherds Wizards that are within 12\" of the Herdstone gain a +1 modifier to their Casting rolls, and enemy Wizards that are within 12\" of the Herdstone suffer a -1 modifier to their Casting rolls. Fearsome Edifice: Covered with strange sigils daubed in blood, an aura of evil surrounds a Herdstone. Whilst within 12\" of a Herdstone that is controlled by a Beastmen Brayherds unit, enemy units suffer a -1 modifier to their Leadership characteristic when making a Leadership test due to Fear, Panic or Terror. Victory Points: As with all special features, a Herdstone is an important landmark and controlling one at the end of a battle is a significant achievement. To represent this, if either player controls a Herdstone at the end of the battle, that player is awarded a bonus of 200 Victory Points. Herdstones Herdstones Herdstones Special Features (Battlefield Terrain) Impassable Terrain Magic Resistance (-X) Casting Roll, Casting Result & Casting Value Fear Panic Tests Terror Victory Points (Warhammer Battles)"},"213":{"id":"beastmen-brayherds/unit/jabberslythe","path":"beastmen-brayherds/unit/jabberslythe","title":"Jabberslythe","pathText":"beastmen brayherds unit jabberslythe","type":"unit","body":"Jabberslythe Cost 185 Base Size 60 x 100 mm Unit Size 1 Type Jabberslythe Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws slythey tongue scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Maddening Aura Poisoned Attacks Spurting Bile Blood Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Slythey Tongue Slythey Tongue Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Maddening Aura Maddening Aura Poisoned Attacks Poisoned Attacks Spurting Bile Blood Spurting Bile Blood Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"214":{"id":"beastmen-brayherds/unit/kralmaw-the-prophet-of-ruin","path":"beastmen-brayherds/unit/kralmaw-the-prophet-of-ruin","title":"Kralmaw, the Prophet of Ruin","pathText":"beastmen brayherds unit kralmaw the prophet of ruin","type":"unit","body":"Kralmaw, the Prophet of Ruin is a Great Bray-Shaman. He may be included in any Beastmen Brayherds army made using any army composition list that includes this option. He must be fielded as presented here. Kralmaw, the Prophet of Ruin Cost 245 Base Size 30 x 30 mm (Kralmaw), 25 x 25 mm (Leering Spirit marker) Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Wizard Level 4 Magic Lore Dark Magic Magic Lore Lore of Primal Magic Equipment Hand weapon Grisly Totem (Braystaff) Special Rules Future Sight Gaze of the Gods Leering Spirit Lore of Beasts Mark of Chaos Undivided Primal Fury Warband Regular Infantry Named Characters (Warhammer Armies) Infantry Dark Magic Lore of Primal Magic Hand Weapon Hand Weapon Grisly Totem Grisly Totem Braystaff Future Sight Future Sight Gaze of the Gods Gaze of the Gods Leering Spirit Leering Spirit Lore of Beasts Lore of Beasts Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband"},"215":{"id":"beastmen-brayherds/unit/minotaur","path":"beastmen-brayherds/unit/minotaur","title":"Minotaur Herd","pathText":"beastmen brayherds unit minotaur","type":"unit","body":"Minotaur Bloodkine Cost 44 Base Size 50 x 50 mm Unit Size 2+ Type Minotaur Herds Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Blood Greed Blood Rage Bull-gors Close Order Fear Foe Render Impact Hits (1) Mark of Chaos Undivided Motley Crew Primal Fury Warband Options Any model in the unit may take one of the following: Additional hand weapon (+3 points per model) Great weapon (+4 points per model) Any model in the unit may take a shield (+2 points per model) Any unit may: Upgrade one model to a Bloodkine (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Bloodkine may take: Chaos Mutations up to a total of 25 points Magic items up to a total of 25 points 0-1 unit in your army may have the Ambushers special rule (+3 points per model) Optional Rules Ambushers Minotaur Herds Monstrous Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Blood Greed Blood Greed Blood Rage Blood Rage Bull-gors Bull-gors Close Order Close Order Fear Fear Foe Render Foe Render Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Motley Crew Motley Crew Primal Fury Primal Fury Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Chaos Mutations Ambushers Ambushers Ambushers"},"216":{"id":"beastmen-brayherds/unit/preyton","path":"beastmen-brayherds/unit/preyton","title":"Preyton","pathText":"beastmen brayherds unit preyton","type":"unit","body":"Preyton Cost 160 Base Size 75 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Claws fangs (counts as a hand weapon) twisted antlers scaly skin (counts as heavy armour) Special Rules Close Order Crown of Antlers Endless Malice Fly (10) Impact Hits (D3) Large Target Terror Options May have: The Ambushers special rule (+10 points) The Frenzy special rule (+5 points) Optional Rules Ambushers Frenzy Creature of Chaos: Any army made using the Beastmen Brayherds Grand Army composition list may include 0-1 Preyton per 1,000 points as a Special choice. Monstrous Creatures Monsters Hand Weapon Hand Weapon Twisted Antlers Twisted Antlers Heavy Armour Heavy Armour Close Order Close Order Crown of Antlers Crown of Antlers Endless Malice Endless Malice Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Large Target Large Target Terror Terror Ambushers Frenzy Ambushers Ambushers Frenzy Frenzy"},"217":{"id":"beastmen-brayherds/unit/primal-warherd","path":"beastmen-brayherds/unit/primal-warherd","title":"Primal Warherd","pathText":"beastmen brayherds unit primal warherd","type":"unit","body":"Gor Ungor Foe-render Cost 7 Cost Override 7 points per Gor, 6 points per Ungor Base Size 25 x 25 mm Unit Size 10+/10+* Troop Type Regular Infantry Unit Category Infantry Equipment Gors: Hand weapons Ungors: Hand weapons and shields Special Rules Bestial Charge (Gors only) Blood Rage Close Order Furious Charge (Gors only) Horde Impetuous Mark of Chaos Undivided Mixed Unit Motley Crew* Move Through Cover Primal Fury Warband Options Gors must take one of the following: Additional hand weapons (Free) Shields (Free) Ungors must take one of the following: Thrusting spears (Free) Throwing spears (Free) Any unit may: Upgrade one Gor to a Foe-render (champion) (+7 points per unit) Upgrade one Gor to a standard bearer (+5 points per unit) Upgrade one Gor to a musician (+5 points per unit) Purchase a magic standard worth up to 50 points A Foe-render may: Replace a hand weapon or its shields with a great weapon (Free) Purchase magic items up to a total of 25 points *When writing your muster list, a Primal Warherd must contain at least ten Gors and ten Ungors. Gors always occupy the front ranks of the unit, with Ungors making up the rear ranks. As long as any Gors remain in the unit, they will always push past any Ungors to get to the front rank. Regular Infantry Infantry Hand Weapon Hand Weapon Shield Bestial Charge Bestial Charge Blood Rage Blood Rage Close Order Close Order Furious Charge Furious Charge Horde Horde Impetuous Impetuous Mark of Chaos Undivided Mark of Chaos Undivided Mixed Unit Mixed Unit Motley Crew Motley Crew Move Through Cover Move Through Cover Primal Fury Primal Fury Warband Warband Two Hand Weapons/Additional Hand Weapon Shield Thrusting Spear Throwing Spear Hand Weapon Shield Great Weapon"},"218":{"id":"beastmen-brayherds/unit/primal-warhounds","path":"beastmen-brayherds/unit/primal-warhounds","title":"Primal Warhounds","pathText":"beastmen brayherds unit primal warhounds","type":"unit","body":"Primal Warhound Cost 6 Base Size 25 x 50 mm Unit Size 10+ Troop Type War Beast Unit Category Infantry Equipment Claws fangs (counts as a hand weapon) Special Rules Close Order Horde Motley Crew Move Through Cover Swiftstride Warband Options Any unit may: Include one Ungor Ravager for every three Primal Warhounds (+7 points each) Any unit may have: The Armoured Hide (1) special rule (+1 point per model) The Poisoned Attacks special rule (+1 point per model) Optional Rules Armoured Hide (1) Poisoned Attacks War Beasts Infantry Hand Weapon Hand Weapon Close Order Close Order Horde Horde Motley Crew Motley Crew Move Through Cover Move Through Cover Swiftstride Swiftstride Warband Warband Ungor Ravagers Armoured Hide (X) Poisoned Attacks Armoured Hide (X) Poisoned Attacks"},"219":{"id":"beastmen-brayherds/unit/razorgor","path":"beastmen-brayherds/unit/razorgor","title":"Razorgor Herd","pathText":"beastmen brayherds unit razorgor","type":"unit","body":"Razorgor Cost 52 Base Size 50 x 75 mm Unit Size 1+ Type Razorgor Herds Troop Type War Beast Unit Category Cavalry Equipment Tusks (counts as a hand weapon) calloused hide (counts as light armour) Special Rules Armour Bane (1) Fear Foe Render Impact Hits (D3) Loner Open Order Primal Fury Razor Tusks Swiftstride Razorgor Herds War Beasts Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear Fear Foe Render Foe Render Impact Hits (X) Impact Hits (X) Loner Loner Open Order Formation Open Order Formation Primal Fury Primal Fury Razor Tusks Razor Tusks Swiftstride Swiftstride"},"220":{"id":"beastmen-brayherds/unit/razorgor-chariot","path":"beastmen-brayherds/unit/razorgor-chariot","title":"Razorgor Chariot","pathText":"beastmen brayherds unit razorgor chariot","type":"unit","body":"A Razorgor Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Bestigor Crew (x1) Gor Crew (x1) Razorgor (x1) Cost 120 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Bestigor Crew: Hand weapon and great weapon Gor Crew: Hand weapon and cavalry spear Razorgor: Tusks (counts as hand weapon) Special Rules Armour Bane (1 Razorgor only) Close Order Fear First Charge Foe Render (Razorgor only) Impact Hits (D6+2) Mark of Chaos Undivided Primal Fury Razor Tusks Heavy Chariots Chariots Hand Weapon Great Weapon Hand Weapon Cavalry Spear Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear First Charge First Charge Foe Render Foe Render Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Razor Tusks Razor Tusks"},"221":{"id":"beastmen-brayherds/unit/shaggoth","path":"beastmen-brayherds/unit/shaggoth","title":"Dragon Ogre Shaggoth","pathText":"beastmen brayherds unit shaggoth","type":"unit","body":"Shaggoth Cost 225 Base Size 50 x 75 mm Unit Size 1 Type Dragon Ogre Shaggoth Troop Type Monstrous Creature Unit Category Monster Equipment Hand weapons light armour Special Rules Armour Bane (2) Armoured Hide (2) Close Order Ensorcelled Weapons Immune to Psychology Large Target Stomp Attacks (D3+1) Storm Call Terror The Quickening Storm Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May replace light armour with heavy armour (+6 points) May take Chaos Mutations up to a total of 50 points May purchase magic items up to a total of 50 points Monstrous Creatures Monsters Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Immune to Psychology Immune to Psychology Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Storm Call Storm Call Terror Terror The Quickening Storm The Quickening Storm Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Heavy Armour Chaos Mutations"},"222":{"id":"beastmen-brayherds/unit/ungor","path":"beastmen-brayherds/unit/ungor","title":"Ungor Herd","pathText":"beastmen brayherds unit ungor","type":"unit","body":"Ungor Half-horn Cost 5 Base Size 25 x 25 mm Unit Size 10+ Type Ungor Herds Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Chariot Runners Horde Mark of Chaos Undivided Move Through Cover Open Order Primal Fury Skirmishers Warband Options The entire unit may take one of the following: Thrusting spears (+1 point per model) Throwing spears (+1 point per model) Or: May replace shields with shortbows (Free) Any unit may: Upgrade one model to a Half-horn (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) 0-1 unit per 1,000 points may have the Ambushers special rule (+1 point per model) Optional Rules Ambushers Ungor Herds Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Chariot Runners Chariot Runners Horde Horde Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Open Order Formation Open Order Formation Primal Fury Primal Fury Skirmish Formation Skirmish Formation Warband Warband Thrusting Spear Throwing Spear Shield Shortbow Ambushers Ambushers Ambushers"},"223":{"id":"beastmen-brayherds/unit/ungor-ravagers","path":"beastmen-brayherds/unit/ungor-ravagers","title":"Ungor Ravagers","pathText":"beastmen brayherds unit ungor ravagers","type":"unit","body":"Ungor Ravager Cost 7 Base Size 25 x 25 mm Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons throwing spears shields Special Rules Close Order Horde Leader of the Pack Move Through Cover Primal Fury Swiftstride Warband Regular Infantry Infantry Hand Weapon Hand Weapon Throwing Spear Throwing Spear Shield Shield Close Order Close Order Horde Horde Leader of the Pack (Beastmen) Leader of the Pack (Beastmen) Move Through Cover Move Through Cover Primal Fury Primal Fury Swiftstride Swiftstride Warband Warband"},"224":{"id":"beastmen-brayherds/unit/wargor","path":"beastmen-brayherds/unit/wargor","title":"Wargor","pathText":"beastmen brayherds unit wargor","type":"unit","body":"Wargor Cost 55 Base Size 25 x 25 mm (min) 30 x 30 mm (max) Unit Size 1 Type Beastmen Chieftains Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Blood Rage Brayhorn (General only) Foe Render Gaze of the Gods Mark of Chaos Undivided Primal Fury Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take one of the following: Light armour (+2 points) Heavy armour (+4 points) May take a shield (+2 points) May take Chaos Mutations up to a total of 50 points 0-1 per 1,000 points may: Have the Ambushers special rule (+10 points) Or: Be mounted on a Tuskgor Chariot (+85 points) Be mounted on a Razorgor Chariot (+120 points) A Wargor may purchase magic items up to a total of 50 points Optional Rules Ambushers Beastmen Chieftains Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Blood Rage Blood Rage Brayhorn Brayhorn Foe Render Foe Render Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Primal Fury Primal Fury Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Heavy Armour Shield Chaos Mutations Ambushers Tuskgor Chariot Razorgor Chariot Ambushers Ambushers"},"225":{"id":"beastmen-brayherds/unit/warhoof","path":"beastmen-brayherds/unit/warhoof","title":"Warhoof","pathText":"beastmen brayherds unit warhoof","type":"unit","body":"Warhoof Cost 75 Base Size 30 x 60 mm Unit Size 1 Type Centigor Chieftains Troop Type Light Cavalry Troop Type Character Unit Category Cavalry Equipment Hand weapon Special Rules Drunken Fast Cavalry Gaze of the Gods Mark of Chaos Undivided Move Through Cover Primal Fury Stomp Attacks (1) Swiftstride Warband Options May take one of the following: Cavalry spear (+2 points) Great weapon (+4 points) May take one of the following: Light armour (+2 points) Heavy armour (+4 points) May take one of the following: Throwing axes (+2 points) Javelins (+2 points) May take a shield (+2 points) 0-1 per 1,000 points may have the Ambushers special rule (+10 points) May take Chaos Mutations up to a total of 50 points May purchase magic items up to a total of 50 points Optional Rules Ambushers Centigor Chieftains Light Cavalry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Drunken Drunken Fast Cavalry Fast Cavalry Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Primal Fury Primal Fury Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Warband Warband Cavalry Spear Great Weapon Light Armour Heavy Armour Throwing Axe Javelin Shield Ambushers Chaos Mutations Ambushers Ambushers"},"226":{"id":"beastmen-brayherds/unit/warped-gors","path":"beastmen-brayherds/unit/warped-gors","title":"Warped Gors","pathText":"beastmen brayherds unit warped gors","type":"unit","body":"Warped Gor Splice-horn Cost 16 Base Size 30 x 30 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Armoured Hide (1) Blessing of Chaos Blood Rage Furious Charge Mark of Chaos Undivided Move Through Cover Open Order Primal Fury Random Attacks Stubborn Warband Options The entire unit must take one of the following: Additional hand weapons (Free) Shields (Free) Any unit may: Upgrade one model to a Splice-horn (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) 0-1 unit per 1,000 points may have the Ambushers special rule (+1 point per model) Optional Rules Ambushers Regular Infantry Infantry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Blessings of Chaos Blessings of Chaos Blood Rage Blood Rage Furious Charge Furious Charge Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Open Order Formation Open Order Formation Primal Fury Primal Fury Random Attacks Random Attacks Stubborn Stubborn Warband Warband Two Hand Weapons/Additional Hand Weapon Shield Ambushers Ambushers Ambushers"},"227":{"id":"beastmen-brayherds/weapon/acidic-vomit","path":"beastmen-brayherds/weapon/acidic-vomit","title":"Acidic Vomit","pathText":"beastmen brayherds weapon acidic vomit","type":"rule","body":"Acidic Vomit Breath Weapon Breath Weapon"},"228":{"id":"beastmen-brayherds/weapon/braystaff","path":"beastmen-brayherds/weapon/braystaff","title":"Braystaff","pathText":"beastmen brayherds weapon braystaff","type":"rule","body":"As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+. Choose & Fight Combat Great Weapon Hand Weapon Armour Value"},"229":{"id":"beastmen-brayherds/weapon/cleaver-limbs","path":"beastmen-brayherds/weapon/cleaver-limbs","title":"Cleaver-limbs","pathText":"beastmen brayherds weapon cleaver limbs","type":"rule","body":"Cleaver-limbs Killing Blow Monster Slayer Killing Blow Monster Slayer"},"230":{"id":"beastmen-brayherds/weapon/giants-club","path":"beastmen-brayherds/weapon/giants-club","title":"Giant's Club","pathText":"beastmen brayherds weapon giants club","type":"rule","body":"Giant's Club - Notes: A Giant's club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule. Giant Attacks"},"231":{"id":"beastmen-brayherds/weapon/grisly-totem","path":"beastmen-brayherds/weapon/grisly-totem","title":"Grisly Totem","pathText":"beastmen brayherds weapon grisly totem","type":"rule","body":"Adorned with gruesome trophies, Kralmaw's staff evokes a sense of dread in those unfortunate enough to lay eyes upon it. The Grisly Totem is a Braystaff. In addition, all enemy units within 6\" of Kralmaw suffer a -1 modifier to their Leadership characteristic (to a minimum of 2). Braystaff"},"232":{"id":"beastmen-brayherds/weapon/hurl-attack","path":"beastmen-brayherds/weapon/hurl-attack","title":"Hurl Attack","pathText":"beastmen brayherds weapon hurl attack","type":"rule","body":"Hurl Attack Bombardment Cumbersome Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the 'Bombardment special rule and a 3\" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Multiple Wounds (X) Bombardment Multiple Wounds (X)"},"233":{"id":"beastmen-brayherds/weapon/petrifying-gaze","path":"beastmen-brayherds/weapon/petrifying-gaze","title":"Petrifying Gaze","pathText":"beastmen brayherds weapon petrifying gaze","type":"rule","body":"Petrifying Gaze Magical Attacks Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target's Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Magical Attacks Multiple Wounds (X) Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"234":{"id":"beastmen-brayherds/weapon/slythey-tongue","path":"beastmen-brayherds/weapon/slythey-tongue","title":"Slythey Tongue","pathText":"beastmen brayherds weapon slythey tongue","type":"rule","body":"Slythey Tongue Move & Shoot Quick Shot Move & Shoot Quick Shot"},"235":{"id":"beastmen-brayherds/weapon/twisted-antlers","path":"beastmen-brayherds/weapon/twisted-antlers","title":"Twisted Antlers","pathText":"beastmen brayherds weapon twisted antlers","type":"rule","body":"Twisted Antlers Profile Armour Bane (1) Armour Bane (X)"},"236":{"id":"beastmen-brayherds/weapon/wicked-claws","path":"beastmen-brayherds/weapon/wicked-claws","title":"Wicked Claws","pathText":"beastmen brayherds weapon wicked claws","type":"rule","body":"Wicked Claws -"},"237":{"id":"campaign-battles/prose","path":"campaign-battles/prose","title":"Campaign Battles","pathText":"campaign battles prose","type":"rule","body":"Linking games through a story, map or some other method is considered the ideal way to enjoy Warhammer: the Old World by many players. In such campaigns, each individual game represents but one battle fought in an ongoing war and there are plenty of excuses to enjoy challenging and varied games. Many stories of the Warhammer world are told through campaign books, supplements and other publications which present exciting tales of epic deeds. Such publications present rules for recreating famous battles of history, translating them from the page to the tabletop. Often, campaigns are about conquering lands, with each player controlling multiple armies of the same faction, located in different regions. Each rival faction attempts to build its own dominion, increasing the size and strength of its armies and holdings. Such campaigns quickly turn bloody, as armies march forth to invade the lands of their neighbours. As victorious armies seize land, the defeated forces must retreat, regroup and rebuild their strength. This adds new strategic and tactical challenges as a player attempts to outmanoeuvre and outmatch their foes on the campaign map as well as the battlefield. Campaigns can be complex, involving many battles over many months and including rules for lines of supply, sieges, allies and spies, perhaps even random events such as plagues or rampaging monsters. Alternatively, a campaign can be quite a simple affair, with only a few parameters influencing the scenarios used in a small number of linked games."},"238":{"id":"campaign-battles/prose/battlefield-losses","path":"campaign-battles/prose/battlefield-losses","title":"Battlefield Losses","pathText":"campaign battles prose battlefield losses","type":"rule","body":"No matter how seasoned and battle-hardened the members of a veteran unit become, no one is safe upon the battlefields of the Old World. Casualties do happen and units suffer losses and, whilst fallen warriors can often be replaced through the careful selection of new recruits, a regiment that suffers significant losses might never recover. To represent this, if a unit with one or more veteran upgrades is reduced below 25% of its starting Unit Strength, is destroyed, or if it flees the battlefield, roll a D6 at the end of the game: Battlefield Losses Table D6 Result 1-3 Insurmountable losses: The unit is too badly mauled to recover and loses all of its Veteran Abilities, along with any unspent XP. 4 Terrible losses: The unit will survive, but many of its veteran members are replaced by untested new recruits. The unit loses one Veteran Ability (chosen by the controlling player). 5 Mauled: Despite having received a mauling from the foe, the unit's casualties recover quickly after the battle. 6 Lesson Learned: In the aftermath of a brutal battle the recovering unit members reflect upon their experiences. The unit gains 1XP. Fresh Blood Units can increase in size during the course of a Warhammer: the Old World Path to Glory campaign. Should the Unit Strength of a unit with one or more Veteran upgrades increase by five or more between two campaign phases, it will retain its upgrades, but will lose D3 unspent XP it has. Unit Strength Veteran Abilities Veteran Abilities"},"239":{"id":"campaign-battles/prose/campaign-trees","path":"campaign-battles/prose/campaign-trees","title":"Campaign Trees","pathText":"campaign battles prose campaign trees","type":"rule","body":"The most simple type of campaign that two players can enjoy is one that uses a campaign tree, such as the one shown in the example below. In such a campaign, the outcome of each battle determines the scenario that will be used for the next game. Should players wish, they may add a few caveats regarding how their armies might change for each battle with each win or loss."},"240":{"id":"campaign-battles/prose/league-campaigns","path":"campaign-battles/prose/league-campaigns","title":"League Campaigns","pathText":"campaign battles prose league campaigns","type":"rule","body":"For many players, finding the time to devote to a long and involved campaign can prove a challenge, with the requirements of real life all too often making it difficult to commit to for fear of letting down friends. For others, the mere thought of running a campaign can itself be daunting – creating a map, keeping track of the battles fought and so on can seem like a tremendous undertaking. In such cases, players may wish to partake in a simple league campaign. In such a campaign, each participant simply plays each other participant once (or twice, or thrice, if everyone is keen enough) and records the results. At the end of the campaign, the player with the most Campaign Points is declared the winner."},"241":{"id":"campaign-battles/prose/path-to-glory-campaign","path":"campaign-battles/prose/path-to-glory-campaign","title":"Path to Glory Campaign","pathText":"campaign battles prose path to glory campaign","type":"rule","body":"To the brute tribespeople of the frozen north, those that live, violent existence under the shadow of Chaos, the Path to Glory is the road they must travel to earn power and infamy. Yet the appeal of earning renown through decisive action is not limited to the followers of Chaos alone. Amongst the armies of the Empire, bold officers seek to elevate themselves through their courage, whilst in Bretonnia, chivalrous lords lead their knights against the foe in the pursuit of renown, and in the Badlands, brutal Orc Warbosses amass great Waaaghs! to prove their might."},"242":{"id":"campaign-battles/prose/promotion-or-death","path":"campaign-battles/prose/promotion-or-death","title":"Promotion or Death","pathText":"campaign battles prose promotion or death","type":"rule","body":"During the course of a Warhammer: the Old World Path to Glory campaign, characters can meet various fates. For some, promotion and renown await. For others, the cold embrace of death beckons. Promotion & Glory As armies grow and muster lists are updated, participants may wish to promote their characters. For example, an Orc and Goblin Tribes army might be well led by an Orc Bigboss in the early stages of the campaign but, as the army grows, the player might wish to replace that character with an Orc Warboss. This is perfectly acceptable, especially since such a promotion often gives access to mighty monstrous mounts, more potent magic items, and a better profile. However, when a character is promoted in this way, they lose all of their Veteran Abilities and any unspent XP. Death & Dishonour By contrast, some characters are doomed to meet an ignominious fate upon the battlefield. To represent this, if a character with one or more veteran upgrades is slain, or if they flee the battlefield, roll a D6 at the end of the game: Death & Dishonour Table D6 Result 1-3 Dead: The character is slain and loses all of their Veteran Abilities, along with any unspent XP. 4-5 Badly Wounded: The character survives, but barely, and loses one Veteran Ability (chosen by their controlling player). 6 Lesson Learned: The character gains some valuable insight into the perils of battle."},"243":{"id":"campaign-battles/prose/running-the-campaign","path":"campaign-battles/prose/running-the-campaign","title":"Running the Campaign","pathText":"campaign battles prose running the campaign","type":"rule","body":"Prior to the start of the campaign, the participants must each write a 500 points muster list, as described in the Battle March rules, and submit it to the Overseer. This muster list represents the army they will field throughout the first phase of the campaign. Prior to each subsequent phase, the participants must update their muster list, increasing the size of their army by adding new units and new characters, by increasing the size of existing units, by removing and replacing units or characters, or even by changing a unit's equipment or a character's magic items. This updated muster list represents the army they will field throughout the upcoming phase of the campaign. Rewards of Valour At the end of the campaign, the Overseer should gather the participants together and give out awards. How many awards are given and the achievements they recognise should be determined by the Overseer, but the following are highly recommended: Champion of Champions: Awarded to the participant with the most Campaign Points. Best Army: Awarded to the participant with the best painted or most thematic army, as voted for by the participants. To Battle! During each phase of the campaign each participant should play at least one game. Who plays who in each phase can be arranged by the Overseer, or participants can arrange their own games. To ensure all participants play a variety of opponents, it is recommended that the Overseer take charge and pair the participants up at the start of each phase. Campaign Points Over the course of the campaign participants earn 'Campaign Points' (CP) for playing games. At the end of each game, both players calculate the total number of Victory Points they have scored. A player scores: 3 CP for a crushing victory. 2 CP for a victory. 1 CP for a draw. 0 CP for a loss. After each game, the players report their result to the Overseer, who keeps a record of games played per phase and how many CP each participant has won throughout the campaign. At the end of the campaign, prizes can be awarded based on accrued CP. Games per Phase: Participants are allowed to play as many games per campaign phase as they wish. However, CP can only be won for a participant's first two games per phase. This ensures that no one can accrue an unreasonable number of CP simply by playing multiple games per month. The Colours of Victory: Whilst victory in battle is the surest way to earn Campaign Points, collecting and painting a new army is the true objective. To acknowledge this, participants earn a bonus of +1 CP for every game they play with a fully painted army. Battle March (Arcane Journal: The War of Settra's Fury) Victory Points (Warhammer Battles)"},"244":{"id":"campaign-battles/prose/scoring","path":"campaign-battles/prose/scoring","title":"Scoring","pathText":"campaign battles prose scoring","type":"rule","body":"In order to determine a winner, each participant in a league campaign wins a number of Campaign Points (CP) after each battle, based upon their performance: Scoring Crushing Victory 3 CP Victory 2 CP Draw 1 CP Loss 0 CP Should any players be tied at the end of the campaign, particularly if they are tied for the top spot, their overall Victory Points can be used as a tiebreaker – although by far the most satisfying way to settle a tie is with a final battle between two would-be conquerors."},"245":{"id":"campaign-battles/prose/seasoned-commanders","path":"campaign-battles/prose/seasoned-commanders","title":"Seasoned Commanders","pathText":"campaign battles prose seasoned commanders","type":"rule","body":"Whilst regiments can gain experience and become seasoned veterans, so too can the mighty warriors and cunning mages that command them. As with units, this is represented by Experience Points (XP) which characters gain during the course of a Warhammer: the Old World Path to Glory campaign. Any character that was not removed from play as a casualty and is not fleeing at the end of the game earns: 1XP for surviving the game. 1XP per enemy character slain, per trophy of war captured or enemy unit destroyed during the game (by the character or a unit they had joined). In addition, an army's General earns 1XP if their army won the game. A character may spend their XP after any game by rolling on the table below and adding their current XP to the result. Once a character has rolled on the table, they are reduced to 0XP: Seasoned Commander Table D6 Result 2-6 Prideful Braggart: Filled with pride and arrogance, the character does not gain a Veteran Ability, but neither are they reduced to OXP. 7-11 Grizzled Veteran: The character permanently improves their Leadership characteristic by 1 (to a maximum of 10). 12-14 Weapon Master: The character permanently improves either its Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, to a maximum of 10). 15+ The Spoils of War: The character permanently improves the Armour Piercing characteristic of one of their weapons by 1 (chosen by the controlling player, to a maximum of -5. Veteran Abilities Armour Piercing"},"246":{"id":"campaign-battles/prose/setting-up-the-campaign","path":"campaign-battles/prose/setting-up-the-campaign","title":"Setting up the Campaign","pathText":"campaign battles prose setting up the campaign","type":"rule","body":"Before a Warhammer: the Old World Path to Glory campaign begins there are several decisions to be made, such as who amongst the participants will act as the campaign's 'Overseer, how long the campaign will last, and by how many points the participants armies will grow at each stage of the campaign. The Overseer A Warhammer: the Old World Path to Glory campaign requires one of the participants to take on the role of Overseer. It is the Overseer that takes responsibility for the organising of the campaign, keeping track of games played, points won and more. Campaign Goals The goal of the campaign is for the participants to collect and paint an army, most often of 2,000 or 2,500 points. Each participant begins with a 500 points army and adds to it during each campaign phase, increasing its size in 250 or 500 point increments. Campaign Phases Before the campaign begins, the Overseer must decide how many phases it will consist of. During each phase the participants play a number of games and, away from the battlefield, work towards collecting and painting the models needed to expand their army in preparation for the next phase. As a general guide, campaign phases should last no less than two weeks but no more than six weeks."},"247":{"id":"campaign-battles/prose/taking-it-further","path":"campaign-battles/prose/taking-it-further","title":"Taking It Further","pathText":"campaign battles prose taking it further","type":"rule","body":"For some added depth, the players within a league campaign may be split into two opposing teams, or 'alliances'. At the end of the campaign, the alliance with the most Campaign Points is declared the winner and can be crowned alongside the winning player (who may not even belong to the winning alliance). In this way, players can work together to overcome their enemies and mitigate the impact of individual defeats. In conjunction with a simple campaign tree, the performance of each alliance can be used to determine the scenario played in each round of the campaign. Should you wish, some of the games played can be multi-player battles, with two or more allied players facing off against an equal number of foes. As the action unfolds, the alliances will build bonds that strengthen over time, savouring their allies' wins and lamenting their losses as bitterly as their own, and fierce enmities will appear between opposing armies which can be built upon as part of a more complex campaign in the future. Very quickly, the seeds of a simple league campaign can provide more than enough narrative content for a more involved campaign."},"248":{"id":"campaign-battles/prose/the-pursuit-of-glory","path":"campaign-battles/prose/the-pursuit-of-glory","title":"The Pursuit of Glory","pathText":"campaign battles prose the pursuit of glory","type":"rule","body":"In a Warhammer: the Old World Path to Glory campaign, the participants start with small forces which they add to over a number of weeks or months, turning a modestly sized warband into a mighty and all-conquering warhost. This allows the participants to collect and paint a new army, playing games as it grows and testing their mettle against fellow players at each step of the way. In this way, any participants that are new to Warhammer: the Old World can focus on learning the rules with a small and manageable force, allowing them to gain valuable experience and learn the nuances of their faction of choice gradually, as opposed to jumping straight into the game with armies of 2,000 points or more. At the same time, experienced hobbyists can work on a new project, be it the start of a collection representing a brand new faction, or a new collection of models to add to a favourite faction. For example, a dedicated Orc and Goblin Tribes player might join in with a Path to Glory campaign in order to collect and paint the models they need to field a Troll Horde Army of Infamy. To add to the fun of playing a series of games, throughout the course of the campaign units and characters alike can gain valuable experience, becoming grizzled veterans and honing their skills through characteristic increases and the gaining of new skills. In this way a participant's army becomes something truly unique, an army unlike any other, one which can only come about as a result of walking the Path to Glory."},"249":{"id":"campaign-battles/prose/veteran-abilities","path":"campaign-battles/prose/veteran-abilities","title":"Veteran Abilities","pathText":"campaign battles prose veteran abilities","type":"rule","body":"Those that survive the fury of battle quickly become experienced warriors. To represent this, units gain Experience Points (XP) during the course of a Warhammer: the Old World Path to Glory campaign. Any unit whose troop type is infantry or cavalry (but not swarms or war beasts) that is not fleeing at the end of the game earns: 1XP if it survived the game without being reduced to less than 50% of its starting Unit Strength. 1XP per trophy of war it captured or enemy unit it destroyed during the game. A unit may spend its XP after any game by rolling on the table below and adding its current XP to the result. Once a unit has rolled on the table, it is reduced to OXP: Veteran Abilities Table D6 Result 2-5 Reluctant Warriors: Failing to learn from its experiences the unit does not gain a Veteran Ability, but neither is it reduced to 0XP. 6-8 Grizzled Veterans: The unit permanently improves its Leadership characteristic by 1 (to a maximum of 10). If the unit's Leadership is 10, treat this result as a roll of 2-5. 9-10 Experienced Warriors: Once per game the unit may re-roll any rolls To Hit of a natural 1. If the unit rolls this upgrade again, it gains a second re-roll. 11-12 Weapon Masters: The unit permanently improves either its Weapon Skill or Ballistic Skill characteristic by 1 (chosen by the controlling player, to a maximum of 10). 13-14 Fighting Formation: The unit permanently improves its maximum rank bonus (determined by its troop type) by 1 (to a maximum of +4). 15+ The Spoils of War: The unit permanently improves the Armour Piercing characteristic of one of its weapons by 1 (chosen by the controlling player, to a maximum of -5). Infantry Cavalry Swarms War Beasts Unit Strength Troop Types in Detail Armour Piercing"},"250":{"id":"chaos-dwarfs/armylist/legacy","path":"chaos-dwarfs/armylist/legacy","title":"Chaos Dwarfs Legacy Army List","pathText":"chaos dwarfs armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Chaos Dwarfs. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Sorcerer-Prophet or Infernal Castellan per 1,000 points 0-1 Bull Centaur Taur’ruk per unit of Bull Centaur Renders taken Daemonsmith Sorcerers, Infernal Seneschals and Hobgoblin Khans 0-1 Black Orc Bigboss or Black Orc Warboss Core At least 25% of your army's points value must be spent on: 1+ unit of Infernal Guard Hobgoblin Cutthroats 0-1 Black Orc Mob Special Up to 50% of your army's points value may be spent on: Infernal Ironsworn, Sneaky Gits, K'daai Fireborn and Bull Centaur Renders 0-1 Iron Daemon per 1,000 points 0-1 war machine chosen from the following list per 1,000 points: Deathshrieker Rocket Launcher Magma Cannon 0-2 Hobgoblin Bolt Throwers per 1,000 points Rare Up to 25% of your army's points value may be spent on: 0-1 unit of Hobgoblin Wolf Riders per Hobgoblin Khan taken 0-1 war machine chosen from the following list per 1,000 points: Dreadquake Mortar Hellcannon Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Warriors of Chaos Battle Standard Bearer A single Infernal Seneschal in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Sorcerer-Prophet Infernal Castellan Bull Centaur Taur'ruk Bull Centaur Renders Daemonsmith Sorcerer Infernal Seneschal Hobgoblin Khan Black Orc Bigboss Black Orc Warboss Infernal Guard Hobgoblin Cutthroats Black Orc Mob Infernal Ironsworn Sneaky Gits K'daai Fireborn Bull Centaur Renders Iron Daemon Deathshrieker Rocket Launcher Magma Cannon Hobgoblin Bolt Thrower Hobgoblin Wolf Riders Hobgoblin Khan Dreadquake Mortar Hellcannon Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Warriors of Chaos The Battle Standard"},"251":{"id":"chaos-dwarfs/armylist/renegade-1.5","path":"chaos-dwarfs/armylist/renegade-1.5","title":"Chaos Dwarfs Renegade Army List","pathText":"chaos dwarfs armylist renegade 1.5","type":"rule","body":"This page details the Renegade Army composition list for the Chaos Dwarfs. This list may be used as an alternative to the Legacy Army List with the permission of your opponent or if it is allowed under the rules of an event that you are attending. Characters Up to 50% of your army’s points value may be spent on: 0-1 Sorcerer-Prophet or Infernal Castellan per 1000 points Daemonsmith Sorcerers, Infernal Seneschals and Hobgoblin Khans 0-1 Black Orc Boss (see Orc & Goblin Tribes army list) Core At least 25% of your army’s points value must be spent on: Infernal Guard, Hobgoblin Cutthroats 0-1 Black Orc Mob (see Orc & Goblin Tribes army list) 0-1 Infernal Ironsworn. (If no Black Orcs are taken, and your General is an Infernal Castellan.) Special Up to 50% of your army’s points value may be spent on: Infernal Ironsworn, Sneaky Gits, K’daai Fireborn and Bull Centaur Renders. 0-1 Iron Daemon per 1,000 points 0-2 war machines chosen from the following list per 1,000 points: Deathshrieker Rocket Launcher, Magma Cannon 0-2 Hobgoblin Bolt Throwers per 1,000 points Rare Up to 25% of your army’s points value may be spent on: Bull Centaur Taur’ruk 0-1 per 1,000 points Dreadquake Mortar Hellcannon (see Warriors of Chaos army list) 0-1 unit of Hobgoblin Wolf Riders per Hobgoblin Khan taken. 0-1 Chaos Giant per 1,000 points (see Beastmen Brayherds army list) Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. 0-1 Bonegrinder Giant (see Arcane Journal: Orc & Goblin Tribes) Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Warriors of Chaos Daemons of Chaos Battle Standard Bearer A single Infernal Seneschal in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit"},"252":{"id":"chaos-dwarfs/armylist/renegade-draft-1.5.2.2","path":"chaos-dwarfs/armylist/renegade-draft-1.5.2.2","title":"Chaos Dwarfs Renegade Army List","pathText":"chaos dwarfs armylist renegade draft 1.5.2.2","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Sorcerer-Prophet or Despot per 1,000 points 0-1 Bull Centaur Taur’ruk per 1,000 points Daemonsmith Sorcerers, Seneschals, Castellans, and Hobgoblin Khans 0-1 Black Orc Boss (see Orc & Goblin Tribes army list) Core At least 25% of your army’s points value must be spent on: Chaos Dwarf Warriors, Blunderbuss Decimators, Infernal Guard, Hobgoblin Cutthroats 0-1 Hobgoblin Wolf Riders 0-1 Black Orc Mob (see Orc & Goblin Tribes army list) 0-1 Infernal Ironsworn (If no Black Orcs taken and your army includes a Castellan) Special Up to 50% of your army’s points value may be spent on: Infernal Ironsworn, Sneaky Gits, K’daai Fireborn, Bull Centaur Renders, Magma Cannons 0-1 Iron Daemon per 1,000 points 0-2 Deathshrieker Rocket Launcher per 1,000 points 0-3 Hobgoblin Bolt Throwers per 1,000 points Rare Up to 25% of your army’s points value may be spent on: Hobgoblin Wolf Riders , Dreadquake Mortars Hellcannon (see Warriors of Chaos army list) Chaos Giants (see Beastmen Brayherds army list) Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. 0-1 Bonegrinder Giant (see Arcane Journal Orc & Goblin Tribes) Orc Mobs, Goblin Mobs (see Orc & Goblin Tribes army list.) Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Chaos Dwarf Allies: In addition to the Allies listed in Ravening Hordes, armies made using the Warriors of Chaos Grand Army composition may include an Allied contingent drawn from the Chaos Dwarfs Legacy Army composition. Armies made using the Orc & Goblin Tribes Grand Army composition may include an Allied Contingent drawn from the Chaos Dwarfs Legacy Army composition list as ‘Suspicious’ allies. Warriors of Chaos Ogre Kingdoms Orc & Goblin Tribes (suspicious) Battle Standard Bearer A single Seneschal in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit."},"253":{"id":"chaos-dwarfs/faction","path":"chaos-dwarfs/faction","title":"Chaos Dwarfs","pathText":"chaos dwarfs faction","type":"army","body":"Rules Special Rules Infernal Engineer Sorcerer's Curse Quell Panic Carriage Hauler Lumbering Destruction Cannonade Skullcracker Born of Fire Sorcerous Miasma Quake Slow Reload Backstab Ensorcelled Weapons Blackshard Armour Grinding Wheels Blazing Body Hellbound Stampede Resolute Weapons of War Steam Cannonade Trampling Hooves Goring Horns Mace Tail Sorcerous Exhalation Demolition Rockets Infernal Incendiaries Dreadquake Mortar Blood of Hashut Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Warhammer Armies Chaos Dwarfs Legacy Army List The Lores of Magic Lore of Hashut Magic Items (and Abilities) Chaos Dwarfs Magic Items Units Character Bull Centaur Taur'ruk Daemonsmith Sorcerer Hobgoblin Khan Infernal Castellan Infernal Seneschal Sorcerer-Prophet Mount Giant Wolf Infantry Hobgoblin Cutthroats Infernal Guard Infernal Ironsworn K'daai Fireborn Sneaky Gits Cavalry Bull Centaur Renders Hobgoblin Wolf Riders Chariot Iron Daemon Monster Bale Taurus Great Taurus Lammasu War Machine Deathshrieker Rocket Launcher Dreadquake Mortar Hobgoblin Bolt Thrower Magma Cannon Infernal Engineer Sorcerer's Curse Quell Panic Carriage Hauler Lumbering Destruction Cannonade Skullcracker Born of Fire Sorcerous Miasma Quake Slow Reload Backstab Ensorcelled Weapons Blackshard Armour Grinding Wheels Blazing Body Hellbound Stampede Resolute Steam Cannonade Trampling Hooves Goring Horns Mace Tail Sorcerous Exhalation Demolition Rockets Infernal Incendiaries Dreadquake Mortar Blood of Hashut Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Chaos Dwarfs Legacy Army List Lore of Hashut Chaos Dwarfs Magic Items Bull Centaur Taur'ruk Daemonsmith Sorcerer Hobgoblin Khan Infernal Castellan Infernal Seneschal Sorcerer-Prophet Giant Wolf Hobgoblin Cutthroats Infernal Guard Infernal Ironsworn K'daai Fireborn Sneaky Gits Bull Centaur Renders Hobgoblin Wolf Riders Iron Daemon Bale Taurus Great Taurus Lammasu Deathshrieker Rocket Launcher Dreadquake Mortar Hobgoblin Bolt Thrower Magma Cannon"},"254":{"id":"chaos-dwarfs/magic-item-list/chaos-dwarfs-magic-items","path":"chaos-dwarfs/magic-item-list/chaos-dwarfs-magic-items","title":"Chaos Dwarfs Magic Items","pathText":"chaos dwarfs magic item list chaos dwarfs magic items","type":"rule","body":"These magic items are unique to Chaos Dwarf armies. These can be purchased by models within a Chaos Dwarf army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Chaos Dwarfs Magic Items Armour of Bazherak the Cruel Ashen Banner Black Hammer of Hashut Breath of Hashut Daemon Flask Daemonic Familiar Dagger of Malice Dark Maul Hellshard Mantle of Stone* Obsidian Vambraces Overseer's Sigil Scroll of Binding* Shroud of the Ancestor The Graven Sceptre The Lammasu's Beard The Mask of the Furnace Vial of Lammasu Blood Armour of Bazherak the Cruel Ashen Banner Black Hammer of Hashut Breath of Hashut Daemon Flask Daemonic Familiar Dagger of Malice Dark Maul Hellshard Mantle of Stone* Obsidian Vambraces Overseer's Sigil Scroll of Binding* Shroud of the Ancestor The Graven Sceptre The Lammasu's Beard The Mask of the Furnace Vial of Lammasu Blood"},"255":{"id":"chaos-dwarfs/magic-item-list/chaos-dwarfs-renegade-draft-1.5.2.2","path":"chaos-dwarfs/magic-item-list/chaos-dwarfs-renegade-draft-1.5.2.2","title":"Chaos Dwarfs Renegade Magic Items","pathText":"chaos dwarfs magic item list chaos dwarfs renegade draft 1.5.2.2","type":"rule","body":"Black Hammer Of Hashut Dark Maul Dagger Of Malice The Graven Sceptre Armour Of Bazherak The Cruel The Mask Of The Furnace Mantle of Stone* Hellshard The Lammasu’s Beard Ashen Banner Overseer’s Sigil Shroud Of The Ancestor Daemonic Familiar Breath Of Hashut Obsidian Vambraces Daemon Flask Vial Of Lammasu Blood Scroll Of Binding* Black Hammer Of Hashut Dark Maul Dagger Of Malice The Graven Sceptre Armour Of Bazherak The Cruel The Mask Of The Furnace Mantle of Stone* Hellshard The Lammasu’s Beard Ashen Banner Overseer’s Sigil Shroud Of The Ancestor Daemonic Familiar Breath Of Hashut Obsidian Vambraces Daemon Flask Vial Of Lammasu Blood Scroll Of Binding*"},"256":{"id":"chaos-dwarfs/magic-item/armour-of-bazherak-the-cruel","path":"chaos-dwarfs/magic-item/armour-of-bazherak-the-cruel","title":"Armour of Bazherak the Cruel","pathText":"chaos dwarfs magic item armour of bazherak the cruel","type":"magic-item","body":"Once worn by the Castellan of the Tower of Gorgoth, this armour was pulled from the Bitter Sea along with its owner's drowned corpse to stand as a warning to the arrogant of the price of hubris. The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules. Full Plate Armour Immune to Psychology Magic Resistance (-X)"},"257":{"id":"chaos-dwarfs/magic-item/armour-of-bazherak-the-cruel-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/armour-of-bazherak-the-cruel-draft-1.5.2.2","title":"Armour Of Bazherak The Cruel","pathText":"chaos dwarfs magic item armour of bazherak the cruel draft 1.5.2.2","type":"magic-item","body":"The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules."},"258":{"id":"chaos-dwarfs/magic-item/ashen-banner","path":"chaos-dwarfs/magic-item/ashen-banner","title":"Ashen Banner","pathText":"chaos dwarfs magic item ashen banner","type":"magic-item","body":"Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies. Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"259":{"id":"chaos-dwarfs/magic-item/ashen-banner-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/ashen-banner-draft-1.5.2.2","title":"Ashen Banner","pathText":"chaos dwarfs magic item ashen banner draft 1.5.2.2","type":"magic-item","body":"Any enemy model that shoots at a unit carrying the Ashen Banner suffers an additional -1 To Hit modifier."},"260":{"id":"chaos-dwarfs/magic-item/black-hammer-of-hashut","path":"chaos-dwarfs/magic-item/black-hammer-of-hashut","title":"Black Hammer of Hashut","pathText":"chaos dwarfs magic item black hammer of hashut","type":"magic-item","body":"This burning, black-hafted hammer bears the horned rune of Hashut, Father of Darkness, and has been carried into battle for centuries by the champions of Zharr-Naggrund. Black Hammer of Hashut Flaming Attacks Killing Blow (Flammable units) Magical Attacks Multiple Wounds (D3) Notes: Against models with the Flammable special rule, this weapon also has the Killing Blow special rule. Flaming Attacks Killing Blow Magical Attacks Multiple Wounds (X) Flammable Killing Blow"},"261":{"id":"chaos-dwarfs/magic-item/black-hammer-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/black-hammer-of-hashut-draft-1.5.2.2","title":"Black Hammer Of Hashut","pathText":"chaos dwarfs magic item black hammer of hashut draft 1.5.2.2","type":"magic-item","body":"Black Hammer Of Hashut Killing Blow (Flammable units) Flaming Attacks Magical Attacks Multiple Wounds (D3) Against models with the Flammable special rule, this weapon also has the Killing Blow special rule. Killing Blow Flaming Attacks Magical Attacks Multiple Wounds (X)"},"262":{"id":"chaos-dwarfs/magic-item/breath-of-hashut","path":"chaos-dwarfs/magic-item/breath-of-hashut","title":"Breath of Hashut","pathText":"chaos dwarfs magic item breath of hashut","type":"magic-item","body":"Through the blackest of sorceries, the breath of Hashut can be sealed within an earthen jar and unleashed upon his foes. Single use. The Breath of Hashut is a breath weapon with the following profile: Breath of Hashut Breath Weapon Flaming Attacks Magical Attacks Breath Weapon Flaming Attacks Magical Attacks"},"263":{"id":"chaos-dwarfs/magic-item/breath-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/breath-of-hashut-draft-1.5.2.2","title":"Breath Of Hashut","pathText":"chaos dwarfs magic item breath of hashut draft 1.5.2.2","type":"magic-item","body":"Single use. The Breath of Hashut is a breath weapon with the following profile: Breath Of Hashut Breath Weapon Flaming Attacks Magical Attacks Breath Weapon Flaming Attacks Magical Attacks"},"264":{"id":"chaos-dwarfs/magic-item/daemon-flask","path":"chaos-dwarfs/magic-item/daemon-flask","title":"Daemon Flask","pathText":"chaos dwarfs magic item daemon flask","type":"magic-item","body":"This rune-inscribed vessel holds a raging daemonic entity of phenomenal power. When unleashed its screams can shatter stone and cause the ground to split asunder as it flees into the æther. Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character's Command range must make a Panic test. Command Command Range Panic Tests"},"265":{"id":"chaos-dwarfs/magic-item/daemon-flask-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/daemon-flask-draft-1.5.2.2","title":"Daemon Flask","pathText":"chaos dwarfs magic item daemon flask draft 1.5.2.2","type":"magic-item","body":"Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test."},"266":{"id":"chaos-dwarfs/magic-item/daemonic-familiar","path":"chaos-dwarfs/magic-item/daemonic-familiar","title":"Daemonic Familiar","pathText":"chaos dwarfs magic item daemonic familiar","type":"magic-item","body":"The Chaos Dwarfs bind many daemonic creatures to their will. In battle, these entities cluster about their master's enemies, feeding hungrily upon the wards that protect them. Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+. Armour Value Ward Saves Regeneration (X+)"},"267":{"id":"chaos-dwarfs/magic-item/daemonic-familiar-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/daemonic-familiar-draft-1.5.2.2","title":"Daemonic Familiar","pathText":"chaos dwarfs magic item daemonic familiar draft 1.5.2.2","type":"magic-item","body":"Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the Ward or Regeneration value of any Ward or Regeneration save they have by 1, to a minimum of 6+."},"268":{"id":"chaos-dwarfs/magic-item/dagger-of-malice","path":"chaos-dwarfs/magic-item/dagger-of-malice","title":"Dagger of Malice","pathText":"chaos dwarfs magic item dagger of malice","type":"magic-item","body":"Said to have been found in an ancient barrow, this hooked blade whispers tales of murder and violence to any that grasp its hilt. Its edge has never dulled, no matter how many lives it has taken. Dagger of Malice Frenzy Hatred (all enemies) Magical Attacks Notes: Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule. Frenzy Hatred (X) Magical Attacks Frenzy"},"269":{"id":"chaos-dwarfs/magic-item/dagger-of-malice-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/dagger-of-malice-draft-1.5.2.2","title":"Dagger Of Malice","pathText":"chaos dwarfs magic item dagger of malice draft 1.5.2.2","type":"magic-item","body":"Dagger Of Malice Frenzy Hatred (all enemies) Magical Attacks Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule. Frenzy Hatred (X) Magical Attacks"},"270":{"id":"chaos-dwarfs/magic-item/dark-maul","path":"chaos-dwarfs/magic-item/dark-maul","title":"Dark Maul","pathText":"chaos dwarfs magic item dark maul","type":"magic-item","body":"This mysterious weapon of unknown origin smoulders with a dark power that seems to eat the light around it and devours the warmth of its victims, leaving them withered husks. Dark Maul Killing Blow Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound. Killing Blow Magical Attacks"},"271":{"id":"chaos-dwarfs/magic-item/dark-maul-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/dark-maul-draft-1.5.2.2","title":"Dark Maul","pathText":"chaos dwarfs magic item dark maul draft 1.5.2.2","type":"magic-item","body":"Dark Maul Killing Blow Magical Attacks Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound. Killing Blow Magical Attacks"},"272":{"id":"chaos-dwarfs/magic-item/hellshard","path":"chaos-dwarfs/magic-item/hellshard","title":"Hellshard","pathText":"chaos dwarfs magic item hellshard","type":"magic-item","body":"The malice of its wearer resides within the Hellshard's black depths, waiting to be unleashed on any who would dare spill their blood. If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1. The Combat Phase Armour Piercing"},"273":{"id":"chaos-dwarfs/magic-item/hellshard-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/hellshard-draft-1.5.2.2","title":"Hellshard","pathText":"chaos dwarfs magic item hellshard draft 1.5.2.2","type":"magic-item","body":"If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1."},"274":{"id":"chaos-dwarfs/magic-item/mantle-of-stone","path":"chaos-dwarfs/magic-item/mantle-of-stone","title":"Mantle of Stone*","pathText":"chaos dwarfs magic item mantle of stone","type":"magic-item","body":"Stitched from the flayed flesh of failed sorcerer-apprentices, a Stone Mantle preserves the wearer and reminds them of failure's price. The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic."},"275":{"id":"chaos-dwarfs/magic-item/mantle-of-stone-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/mantle-of-stone-draft-1.5.2.2","title":"Mantle of Stone*","pathText":"chaos dwarfs magic item mantle of stone draft 1.5.2.2","type":"magic-item","body":"0-1 per model. The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic."},"276":{"id":"chaos-dwarfs/magic-item/obsidian-vambraces","path":"chaos-dwarfs/magic-item/obsidian-vambraces","title":"Obsidian Vambraces","pathText":"chaos dwarfs magic item obsidian vambraces","type":"magic-item","body":"Carved of cold, hard obsidian, these powerful yet fragile artefacts ward against magic. The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used. Magic Resistance (-X) The Combat Phase"},"277":{"id":"chaos-dwarfs/magic-item/obsidian-vambraces-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/obsidian-vambraces-draft-1.5.2.2","title":"Obsidian Vambraces","pathText":"chaos dwarfs magic item obsidian vambraces draft 1.5.2.2","type":"magic-item","body":"The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used."},"278":{"id":"chaos-dwarfs/magic-item/overseers-sigil","path":"chaos-dwarfs/magic-item/overseers-sigil","title":"Overseer's Sigil","pathText":"chaos dwarfs magic item overseers sigil","type":"magic-item","body":"Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters. Whilst within 9\" of the model carrying the Overseer's Sigil, friendly units lose the Levies special rule. Levies"},"279":{"id":"chaos-dwarfs/magic-item/overseers-sigil-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/overseers-sigil-draft-1.5.2.2","title":"Overseer’s Sigil","pathText":"chaos dwarfs magic item overseers sigil draft 1.5.2.2","type":"magic-item","body":"Whilst within 9\" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule."},"280":{"id":"chaos-dwarfs/magic-item/scroll-of-binding","path":"chaos-dwarfs/magic-item/scroll-of-binding","title":"Scroll of Binding*","pathText":"chaos dwarfs magic item scroll of binding","type":"magic-item","body":"Chaos Dwarf Sorcerers make many foul bargains with Daemons, hoping to increase their powers. These infernal contracts are etched in blood upon scrolls of binding. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast. Casting Roll, Casting Result & Casting Value Miscast"},"281":{"id":"chaos-dwarfs/magic-item/scroll-of-binding-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/scroll-of-binding-draft-1.5.2.2","title":"Scroll Of Binding*","pathText":"chaos dwarfs magic item scroll of binding draft 1.5.2.2","type":"magic-item","body":"Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast."},"282":{"id":"chaos-dwarfs/magic-item/shroud-of-the-ancestor","path":"chaos-dwarfs/magic-item/shroud-of-the-ancestor","title":"Shroud of the Ancestor","pathText":"chaos dwarfs magic item shroud of the ancestor","type":"magic-item","body":"Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin. A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule. Hatred (X)"},"283":{"id":"chaos-dwarfs/magic-item/shroud-of-the-ancestor-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/shroud-of-the-ancestor-draft-1.5.2.2","title":"Shroud Of The Ancestor","pathText":"chaos dwarfs magic item shroud of the ancestor draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule."},"284":{"id":"chaos-dwarfs/magic-item/the-graven-sceptre","path":"chaos-dwarfs/magic-item/the-graven-sceptre","title":"The Graven Sceptre","pathText":"chaos dwarfs magic item the graven sceptre","type":"magic-item","body":"A badge of rank carried by the lords of Gorgoth, this iron staff carries the runic names of the masters of the Black Fortress since its founding, bound up with the baleful prayers of Hashut. The Graven Sceptre Magical Attacks Notes: When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target's Toughness. Magical Attacks"},"285":{"id":"chaos-dwarfs/magic-item/the-graven-sceptre-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/the-graven-sceptre-draft-1.5.2.2","title":"The Graven Sceptre","pathText":"chaos dwarfs magic item the graven sceptre draft 1.5.2.2","type":"magic-item","body":"The Graven Sceptre Magical Attacks When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness. Magical Attacks"},"286":{"id":"chaos-dwarfs/magic-item/the-lammasus-beard","path":"chaos-dwarfs/magic-item/the-lammasus-beard","title":"The Lammasu's Beard","pathText":"chaos dwarfs magic item the lammasus beard","type":"magic-item","body":"This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu. A unit carrying the Lammasu's Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6\" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule. Ward Saves Magic Resistance (-X) The Shooting Phase"},"287":{"id":"chaos-dwarfs/magic-item/the-lammasus-beard-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/the-lammasus-beard-draft-1.5.2.2","title":"The Lammasu’s Beard","pathText":"chaos dwarfs magic item the lammasus beard draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6\" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule."},"288":{"id":"chaos-dwarfs/magic-item/the-mask-of-the-furnace","path":"chaos-dwarfs/magic-item/the-mask-of-the-furnace","title":"The Mask of the Furnace","pathText":"chaos dwarfs magic item the mask of the furnace","type":"magic-item","body":"This iron mask contains the essence and agonies of all who have perished before it in the fires of sacrifice. May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Armour Value Ward Saves Flaming Attacks"},"289":{"id":"chaos-dwarfs/magic-item/the-mask-of-the-furnace-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/the-mask-of-the-furnace-draft-1.5.2.2","title":"The Mask Of The Furnace","pathText":"chaos dwarfs magic item the mask of the furnace draft 1.5.2.2","type":"magic-item","body":"May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule."},"290":{"id":"chaos-dwarfs/magic-item/vial-of-lammasu-blood","path":"chaos-dwarfs/magic-item/vial-of-lammasu-blood","title":"Vial of Lammasu Blood","pathText":"chaos dwarfs magic item vial of lammasu blood","type":"magic-item","body":"The blood of a Lammasu is a powerful ward against magic. Consuming it still warm allows a sorcerer to dispel the petty conjurations of their rivals with ease. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled. Dispel Roll & Dispel Result Perfect Invocations"},"291":{"id":"chaos-dwarfs/magic-item/vial-of-lammasu-blood-draft-1.5.2.2","path":"chaos-dwarfs/magic-item/vial-of-lammasu-blood-draft-1.5.2.2","title":"Vial Of Lammasu Blood","pathText":"chaos dwarfs magic item vial of lammasu blood draft 1.5.2.2","type":"magic-item","body":"Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled."},"292":{"id":"chaos-dwarfs/magic-lore/lore-of-hashut","path":"chaos-dwarfs/magic-lore/lore-of-hashut","title":"Lore of Hashut","pathText":"chaos dwarfs magic lore lore of hashut","type":"magic-lore","body":"Lore of Hashut Curse of Hashut Signature Spell Storm of Ash Signature Spell Flames of Hashut Signature Spell Curse of Hashut Storm of Ash Flames of Hashut"},"293":{"id":"chaos-dwarfs/magic-lore/lore-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/magic-lore/lore-of-hashut-draft-1.5.2.2","title":"Lore of Hashut","pathText":"chaos dwarfs magic lore lore of hashut draft 1.5.2.2","type":"magic-lore","body":"A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Hashut Curse Of Hashut Signature Spell Storm Of Ash Signature Spell Flames Of Hashut Signature Spell Curse Of Hashut Storm Of Ash Flames Of Hashut"},"294":{"id":"chaos-dwarfs/magic-lore/lore-of-hashut-renegade-1.5","path":"chaos-dwarfs/magic-lore/lore-of-hashut-renegade-1.5","title":"Lore of Hashut","pathText":"chaos dwarfs magic lore lore of hashut renegade 1.5","type":"magic-lore","body":"Lore of Hashut Curse of Hashut Signature Spell Storm of Ash Signature Spell Flames of Hashut Signature Spell Curse of Hashut Storm of Ash Flames of Hashut"},"295":{"id":"chaos-dwarfs/rule/backstab","path":"chaos-dwarfs/rule/backstab","title":"Backstab","pathText":"chaos dwarfs rule backstab","type":"rule","body":"Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back. If a unit with this special rule is engaged with an enemy unit's flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit."},"296":{"id":"chaos-dwarfs/rule/backstab-draft-1.5.2.2","path":"chaos-dwarfs/rule/backstab-draft-1.5.2.2","title":"Backstab","pathText":"chaos dwarfs rule backstab draft 1.5.2.2","type":"rule","body":"If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit."},"297":{"id":"chaos-dwarfs/rule/blackshard-armour","path":"chaos-dwarfs/rule/blackshard-armour","title":"Blackshard Armour","pathText":"chaos dwarfs rule blackshard armour","type":"rule","body":"Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty. Ward Saves Flaming Attacks"},"298":{"id":"chaos-dwarfs/rule/blackshard-armour-draft-1.5.2.2","path":"chaos-dwarfs/rule/blackshard-armour-draft-1.5.2.2","title":"Blackshard Armour","pathText":"chaos dwarfs rule blackshard armour draft 1.5.2.2","type":"rule","body":"A model with this special rule improves their armour value by 1 and has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty."},"299":{"id":"chaos-dwarfs/rule/blazing-body","path":"chaos-dwarfs/rule/blazing-body","title":"Blazing Body","pathText":"chaos dwarfs rule blazing body","type":"rule","body":"This creature's flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers. At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule. Note that any Wounds lost due to these hits do not count towards the combat result. The Combat Phase Armour Piercing Flaming Attacks"},"300":{"id":"chaos-dwarfs/rule/blazing-body-draft-1.5.2.2","path":"chaos-dwarfs/rule/blazing-body-draft-1.5.2.2","title":"Blazing Body","pathText":"chaos dwarfs rule blazing body draft 1.5.2.2","type":"rule","body":"Each combat phase, during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 4 hit with an AP of -1. This hit has the Flaming Attacks special rule."},"301":{"id":"chaos-dwarfs/rule/born-of-fire","path":"chaos-dwarfs/rule/born-of-fire","title":"Born of Fire","pathText":"chaos dwarfs rule born of fire","type":"rule","body":"The Great Tauruses are the living embodiments of Hashut's fiery rage, creatures born of the intense heat and pressure found only within a volcano's heart. A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"302":{"id":"chaos-dwarfs/rule/born-of-fire-draft-1.5.2.2","path":"chaos-dwarfs/rule/born-of-fire-draft-1.5.2.2","title":"Born of Fire","pathText":"chaos dwarfs rule born of fire draft 1.5.2.2","type":"rule","body":"A model with this rule has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule."},"303":{"id":"chaos-dwarfs/rule/born-of-fire-renegade-1.5","path":"chaos-dwarfs/rule/born-of-fire-renegade-1.5","title":"Born of Fire","pathText":"chaos dwarfs rule born of fire renegade 1.5","type":"rule","body":"The Great Tauruses are the living embodiments of Hashut's fiery rage, creatures born of the intense heat and pressure found only within a volcano's heart. K'daai Fireborn have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule."},"304":{"id":"chaos-dwarfs/rule/cannonade","path":"chaos-dwarfs/rule/cannonade","title":"Cannonade","pathText":"chaos dwarfs rule cannonade","type":"rule","body":"When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice: If a Misfire is rolled on one of the Artillery dice, all shots fired from the steam cannonade this turn suffer an additional -1 To Hit modifier (instead of rolling on a Misfire table). If a Misfire is rolled on both of the Artillery dice, no shots are fired and this model loses a single Wound (instead of rolling on a Misfire table). After determining the number of shots, roll To Hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers."},"305":{"id":"chaos-dwarfs/rule/cannonade-draft-1.5.2.2","path":"chaos-dwarfs/rule/cannonade-draft-1.5.2.2","title":"Cannonade","pathText":"chaos dwarfs rule cannonade draft 1.5.2.2","type":"rule","body":"When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice: If a Misfire is rolled on one of the Artillery dice, all shots fired from the steam cannonade this turn suffer an additional -1 To Hit modifier (instead of rolling on a Misfire table). If a Misfire is rolled on both of the Artillery dice, no shots are fired and this model loses a single Wound (instead of rolling on a Misfire table). After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers."},"306":{"id":"chaos-dwarfs/rule/carriage-hauler","path":"chaos-dwarfs/rule/carriage-hauler","title":"Carriage Hauler","pathText":"chaos dwarfs rule carriage hauler","type":"rule","body":"An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk. During the Movement phase, up to two friendly war machines with the 'Steam Carriage' upgrade that are completely within this model's rear arc and within 8\" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model's rear arc and within 8\" of its base. Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn. The Movement Phase Lumbering Destruction"},"307":{"id":"chaos-dwarfs/rule/carriage-hauler-draft-1.5.2.2","path":"chaos-dwarfs/rule/carriage-hauler-draft-1.5.2.2","title":"Carriage Hauler","pathText":"chaos dwarfs rule carriage hauler draft 1.5.2.2","type":"rule","body":"During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8\" of its base at the beginning of the phase may replace their Movement characteristic with this model’s. These war machines must finish their movement completely within this model’s rear arc and within 8\" of its base. Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn."},"308":{"id":"chaos-dwarfs/rule/enough-for-everyone-draft-1.5.2.2","path":"chaos-dwarfs/rule/enough-for-everyone-draft-1.5.2.2","title":"Enough for Everyone","pathText":"chaos dwarfs rule enough for everyone draft 1.5.2.2","type":"rule","body":"If an Ogre Loader is equipped with Naphtha bombs, the crew of the war machine that the Ogre Loader is joined with is also equipped with Naphtha bombs."},"309":{"id":"chaos-dwarfs/rule/ensorcelled-weapons-draft-1.5.2.2","path":"chaos-dwarfs/rule/ensorcelled-weapons-draft-1.5.2.2","title":"Ensorcelled Weapons","pathText":"chaos dwarfs rule ensorcelled weapons draft 1.5.2.2","type":"rule","body":"A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply."},"310":{"id":"chaos-dwarfs/rule/grinding-wheels-draft-1.5.2.2","path":"chaos-dwarfs/rule/grinding-wheels-draft-1.5.2.2","title":"Grinding Wheels","pathText":"chaos dwarfs rule grinding wheels draft 1.5.2.2","type":"rule","body":"Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain."},"311":{"id":"chaos-dwarfs/rule/hailfire-draft-1.5.2.2","path":"chaos-dwarfs/rule/hailfire-draft-1.5.2.2","title":"Hailfire!","pathText":"chaos dwarfs rule hailfire draft 1.5.2.2","type":"rule","body":"A unit with this special rule can Volley Fire during a turn in which it moved, or whilst performing a Stand & Shoot charge reaction."},"312":{"id":"chaos-dwarfs/rule/hellbound","path":"chaos-dwarfs/rule/hellbound","title":"Hellbound","pathText":"chaos dwarfs rule hellbound","type":"rule","body":"Although a touch of the daemonic enters into all the works of the Chaos Dwarfs, some war machines have hellish entities bound into their very frames, creating possessed engines of wrath and ruin. A Hellbound model has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice. However, should a Hellbound model ever have to make a roll on a Misfire table, it suffers a -1 modifier to the result. Ward Saves Fear Magical Attacks Terror"},"313":{"id":"chaos-dwarfs/rule/hellbound-draft-1.5.2.2","path":"chaos-dwarfs/rule/hellbound-draft-1.5.2.2","title":"Hellbound","pathText":"chaos dwarfs rule hellbound draft 1.5.2.2","type":"rule","body":"A Hellbound model has a 6+ Ward save against any wounds suffered and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice. Note that any Hellcannon taken as a Rare choice in a Chaos Dwarf Grand Army gains this special rule."},"314":{"id":"chaos-dwarfs/rule/indentured-crew-draft-1.5.2.2","path":"chaos-dwarfs/rule/indentured-crew-draft-1.5.2.2","title":"Indentured Crew","pathText":"chaos dwarfs rule indentured crew draft 1.5.2.2","type":"rule","body":"The crew of a war machine joined by an Ogre Loader gains a +1 modifier to its Movement characteristic and the Stubborn special rule. In addition, once per game, a war machine that includes an Ogre Loader may fire twice during the Shooting phase, or re-roll a single artillery dice."},"315":{"id":"chaos-dwarfs/rule/infernal-engineer","path":"chaos-dwarfs/rule/infernal-engineer","title":"Infernal Engineer","pathText":"chaos dwarfs rule infernal engineer","type":"rule","body":"Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world. Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice. Command Range"},"316":{"id":"chaos-dwarfs/rule/infernal-engineer-draft-1.5.2.2","path":"chaos-dwarfs/rule/infernal-engineer-draft-1.5.2.2","title":"Infernal Engineer","pathText":"chaos dwarfs rule infernal engineer draft 1.5.2.2","type":"rule","body":"Unless this model is fleeing or engaged in combat, once per turn a friendly model that is within its Command range may re-roll one Scatter dice or one Artillery dice."},"317":{"id":"chaos-dwarfs/rule/infernal-taskmaster-draft-1.5.2.2","path":"chaos-dwarfs/rule/infernal-taskmaster-draft-1.5.2.2","title":"Infernal Taskmaster","pathText":"chaos dwarfs rule infernal taskmaster draft 1.5.2.2","type":"rule","body":"Once per game during the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules."},"318":{"id":"chaos-dwarfs/rule/lumbering-destruction","path":"chaos-dwarfs/rule/lumbering-destruction","title":"Lumbering Destruction","pathText":"chaos dwarfs rule lumbering destruction","type":"rule","body":"The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon. An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model's Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn."},"319":{"id":"chaos-dwarfs/rule/lumbering-destruction-draft-1.5.2.2","path":"chaos-dwarfs/rule/lumbering-destruction-draft-1.5.2.2","title":"Lumbering Destruction","pathText":"chaos dwarfs rule lumbering destruction draft 1.5.2.2","type":"rule","body":"An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn."},"320":{"id":"chaos-dwarfs/rule/quake","path":"chaos-dwarfs/rule/quake","title":"Quake","pathText":"chaos dwarfs rule quake","type":"rule","body":"Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6\" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule. Start of Turn Swiftstride"},"321":{"id":"chaos-dwarfs/rule/quake-draft-1.5.2.2","path":"chaos-dwarfs/rule/quake-draft-1.5.2.2","title":"Quake","pathText":"chaos dwarfs rule quake draft 1.5.2.2","type":"rule","body":"Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6\" of the central hole of a blast template after scattering fired from one or more Dreadquake mortars, suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule."},"322":{"id":"chaos-dwarfs/rule/quell-panic","path":"chaos-dwarfs/rule/quell-panic","title":"Quell Panic","pathText":"chaos dwarfs rule quell panic","type":"rule","body":"Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts. Unless this unit is fleeing, any friendly unit that is within 6\" of this unit and that has the Levies special rule may re-roll a failed Panic test. Levies Panic Tests"},"323":{"id":"chaos-dwarfs/rule/quell-panic-draft-1.5.2.2","path":"chaos-dwarfs/rule/quell-panic-draft-1.5.2.2","title":"Quell Panic","pathText":"chaos dwarfs rule quell panic draft 1.5.2.2","type":"rule","body":"Unless this unit is fleeing, any friendly unit that is within 6\" of this unit and that has the Levies special rule may re-roll a failed Panic test."},"324":{"id":"chaos-dwarfs/rule/relentless-march-draft-1.5.2.2","path":"chaos-dwarfs/rule/relentless-march-draft-1.5.2.2","title":"Relentless March","pathText":"chaos dwarfs rule relentless march draft 1.5.2.2","type":"rule","body":"During the Command sub-phase of their turn, this character may attempt to urge those around them into battle with a lash of their whip by making a Leadership test. If passed, a single friendly Infantry or Cavalry unit within their command range gains a +D3 modifier to their Movement characteristic (to a maximum of 10). Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect."},"325":{"id":"chaos-dwarfs/rule/resolute-draft-1.5.2.2","path":"chaos-dwarfs/rule/resolute-draft-1.5.2.2","title":"Resolute","pathText":"chaos dwarfs rule resolute draft 1.5.2.2","type":"rule","body":"Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1). Note that this modifier does not apply to mounted characters."},"326":{"id":"chaos-dwarfs/rule/skullcracker","path":"chaos-dwarfs/rule/skullcracker","title":"Skullcracker","pathText":"chaos dwarfs rule skullcracker","type":"rule","body":"A Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades and brutal picks designed to pulverise and shred anything unfortunate enough to be caught in front of the machine. An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and gains the Armour Bane (1) special rule. Impact Hits (X) Armour Bane (X)"},"327":{"id":"chaos-dwarfs/rule/skullcracker-draft-1.5.2.2","path":"chaos-dwarfs/rule/skullcracker-draft-1.5.2.2","title":"Skullcracker","pathText":"chaos dwarfs rule skullcracker draft 1.5.2.2","type":"rule","body":"An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and the Stomp Attacks (D3+1) with the Stomp Attacks (D6+1) special rule and gains the Armour Bane (1) special rule."},"328":{"id":"chaos-dwarfs/rule/slow-reload","path":"chaos-dwarfs/rule/slow-reload","title":"Slow Reload","pathText":"chaos dwarfs rule slow reload","type":"rule","body":"If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll."},"329":{"id":"chaos-dwarfs/rule/sorcerers-curse","path":"chaos-dwarfs/rule/sorcerers-curse","title":"Sorcerer's Curse","pathText":"chaos dwarfs rule sorcerers curse","type":"rule","body":"The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone. If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal. Miscast Miscast Table"},"330":{"id":"chaos-dwarfs/rule/sorcerers-curse-draft-1.5.2.2","path":"chaos-dwarfs/rule/sorcerers-curse-draft-1.5.2.2","title":"Sorcerer’s Curse","pathText":"chaos dwarfs rule sorcerers curse draft 1.5.2.2","type":"rule","body":"If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal."},"331":{"id":"chaos-dwarfs/rule/sorcerous-miasma","path":"chaos-dwarfs/rule/sorcerous-miasma","title":"Sorcerous Miasma","pathText":"chaos dwarfs rule sorcerous miasma","type":"rule","body":"Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect. During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead. The Combat Phase Hand Weapon"},"332":{"id":"chaos-dwarfs/rule/sorcerous-miasma-draft-1.5.2.2","path":"chaos-dwarfs/rule/sorcerous-miasma-draft-1.5.2.2","title":"Sorcerous Miasma","pathText":"chaos dwarfs rule sorcerous miasma draft 1.5.2.2","type":"rule","body":"During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead."},"333":{"id":"chaos-dwarfs/rule/stampede","path":"chaos-dwarfs/rule/stampede","title":"Stampede","pathText":"chaos dwarfs rule stampede","type":"rule","body":"When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2. Impact Hits (X) Armour Piercing"},"334":{"id":"chaos-dwarfs/rule/stampede-draft-1.5.2.2","path":"chaos-dwarfs/rule/stampede-draft-1.5.2.2","title":"Stampede","pathText":"chaos dwarfs rule stampede draft 1.5.2.2","type":"rule","body":"Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2."},"335":{"id":"chaos-dwarfs/spell/curse-of-hashut","path":"chaos-dwarfs/spell/curse-of-hashut","title":"Curse of Hashut","pathText":"chaos dwarfs spell curse of hashut","type":"spell","body":"Channelling the malediction that inflicts their own twisted body, the sorcerer turns the dark curse of Hashut upon their enemies, causing their bones to petrify and their flesh to grow grey and brittle, before crumbling to dust. Type Magic Missile Casting Value 9+ Range 18\" This spell can only target enemy characters. However, it may target any enemy character that is within range and that the caster can draw a line of sight to, regardless of the usual rules for targeting characters, and may even target an enemy character that has joined a unit or that is engaged in combat. The target enemy character must immediately make a Toughness test. If this test is passed, it suffers D3 Strength 2 hits, each with an AP of -. If, however, this test is failed, it suffers D3+2 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Magic Missiles Armour Piercing Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"336":{"id":"chaos-dwarfs/spell/curse-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/spell/curse-of-hashut-draft-1.5.2.2","title":"Curse Of Hashut","pathText":"chaos dwarfs spell curse of hashut draft 1.5.2.2","type":"spell","body":"Type Magic Missile Casting Value 9+ Range 18\" This spell can only target enemy characters. However, it may target any enemy character that is within range and that the caster can draw a line of sight to, regardless of the usual rules for targeting characters, and may even target an enemy character that has joined a unit or that is engaged in combat. The target enemy character must immediately make a Toughness test. If this test is passed, it suffers D3 Strength 2 hits, each with an AP of -. If, however, this test is failed, it suffers D3+2 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Magic Missiles"},"337":{"id":"chaos-dwarfs/spell/flames-of-hashut","path":"chaos-dwarfs/spell/flames-of-hashut","title":"Flames of Hashut","pathText":"chaos dwarfs spell flames of hashut","type":"spell","body":"The fiery breath of Hashut erupts around the sorcerer, engulfing their body and scorching their foes. Type Assailment Casting Value 9+ Range Combat A single enemy unit the caster is engaged in combat with suffers D3+1 Strength 4 hits, each with an AP of -1. These hits have the Flaming Attacks special rule. Assailment Armour Piercing Flaming Attacks"},"338":{"id":"chaos-dwarfs/spell/flames-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/spell/flames-of-hashut-draft-1.5.2.2","title":"Flames Of Hashut","pathText":"chaos dwarfs spell flames of hashut draft 1.5.2.2","type":"spell","body":"Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers D3+1 Strength 4 hits, each with an AP of -1. These hits have the Flaming Attacks special rule. Assailment"},"339":{"id":"chaos-dwarfs/spell/flames-of-hashut-renegade-1.5","path":"chaos-dwarfs/spell/flames-of-hashut-renegade-1.5","title":"Flames of Hashut","pathText":"chaos dwarfs spell flames of hashut renegade 1.5","type":"spell","body":"The fiery breath of Hashut erupts around the sorcerer, engulfing their body and scorching their foes. Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers D3+1 Strength 4 hits, each with an AP of -1. These hits have the Flaming Attacks special rule. Assailment Armour Piercing Flaming Attacks"},"340":{"id":"chaos-dwarfs/spell/storm-of-ash","path":"chaos-dwarfs/spell/storm-of-ash","title":"Storm of Ash","pathText":"chaos dwarfs spell storm of ash","type":"spell","body":"The sorcerer summons forth a hellish storm of choking hot ash, scalding and blinding anything and anyone unfortunate enough to be caught in its path. Type Hex Casting Value 10+ Range Self Until your next Start of Turn sub-phase, all enemy units suffer a -1 modifier to any rolls To Hit made whilst within 9\" of the caster's model (rolls of a natural 6 are unaffected). Hex Range 'Self' Spells Start of Turn"},"341":{"id":"chaos-dwarfs/spell/storm-of-ash-draft-1.5.2.2","path":"chaos-dwarfs/spell/storm-of-ash-draft-1.5.2.2","title":"Storm Of Ash","pathText":"chaos dwarfs spell storm of ash draft 1.5.2.2","type":"spell","body":"Type Hex Casting Value 9+ Range Self Until your next Start of Turn sub-phase, all enemy units suffer a -1 modifier to any rolls To Hit made whilst within 9\" of the caster’s model (rolls of a natural 6 are unaffected). Hex"},"342":{"id":"chaos-dwarfs/spell/storm-of-ash-renegade-1.5","path":"chaos-dwarfs/spell/storm-of-ash-renegade-1.5","title":"Storm of Ash","pathText":"chaos dwarfs spell storm of ash renegade 1.5","type":"spell","body":"The sorcerer summons forth a hellish storm of choking hot ash, scalding and blinding anything and anyone unfortunate enough to be caught in its path. Type Hex Casting Value 9+ Range Self Until your next Start of Turn sub-phase, all enemy units suffer a -1 modifier to any rolls To Hit made whilst within 9\" of the caster's model (rolls of a natural 6 are unaffected). Hex Range 'Self' Spells Start of Turn"},"343":{"id":"chaos-dwarfs/unit/bale-taurus","path":"chaos-dwarfs/unit/bale-taurus","title":"Bale Taurus","pathText":"chaos dwarfs unit bale taurus","type":"unit","body":"A Bale Taurus may only be included in your army as a character's mount. Its points are added to that of its rider. Bale Taurus Cost Override +160 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Trampling hooves goring horns Special Rules Blazing Body Born of Fire Close Order Fly (9) Furious Charge Large Target Stomp Attacks (D3+1) Swiftstride Terror Behemoths Monsters Trampling Hooves Trampling Hooves Goring Horns Goring Horns Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"344":{"id":"chaos-dwarfs/unit/bale-taurus-draft-1.5.2.2","path":"chaos-dwarfs/unit/bale-taurus-draft-1.5.2.2","title":"Bale Taurus","pathText":"chaos dwarfs unit bale taurus draft 1.5.2.2","type":"unit","body":"Bale Taurus Cost +160 Base Size 60 x 100 mm (Bale Taurus) 50 x 75mm to 60 x 100mm (Great Taurus) Unit Size 1 Type The Great Tauruses Troop Type Behemoth Unit Category Monster Equipment Trampling hooves goring horns Special Rules Blazing Body Born of Fire Close Order Fly (9) Furious Charge Large Target Stomp Attacks (D3+1) Swiftstride Terror A Bale Taurus or Great Taurus may only be included in your army as a character’s mount. Its points are added to that of its rider. Behemoths Monsters Trampling hooves Trampling hooves Goring horns Goring horns Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"345":{"id":"chaos-dwarfs/unit/blunderbuss-decimators-draft-1.5.2.2","path":"chaos-dwarfs/unit/blunderbuss-decimators-draft-1.5.2.2","title":"Blunderbuss Decimators","pathText":"chaos dwarfs unit blunderbuss decimators draft 1.5.2.2","type":"unit","body":"Blunderbuss Decimator Veteran Warrior Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Blunderbuss Decimators Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Hailshot blunderbuss Special Rules Open Order Detachment Resolute Hailfire! Options The entire unit may take Great weapons (+2/model), Shields (+1/model) Any unit may: Upgrade one model to a Veteran Warrior (champion) (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) 0-1 unit per 1,000 points may: Have the Drilled special rule (+1/model) A Veteran Warrior may take one of the following: Pistol (+3), Naphtha bombs (+6) Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Hailshot Blunderbuss Hailshot Blunderbuss Open Order Open Order Detachment Detachment Resolute Resolute Hailfire! Hailfire! Great Weapon Shield Veteran Drilled Veteran Pistol Naphtha Bombs"},"346":{"id":"chaos-dwarfs/unit/bull-centaur-renders","path":"chaos-dwarfs/unit/bull-centaur-renders","title":"Bull Centaur Renders","pathText":"chaos dwarfs unit bull centaur renders","type":"unit","body":"Bull Centaur Render Bull Centaur Ba'hal Cost 56 Base Size 50 x 75 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons light armour Special Rules Armoured Hide (1) Blackshard Armour Close Order Ensorcelled Weapons Fear First Charge Impact Hits (D3) Loner Stampede Stubborn Swiftstride Options The entire unit may take one of the following: Great weapons (+4 points per model) Shields (+3 points per model) Any unit may: Upgrade one model to a Ba'hal (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Ba'hal may purchase magic items up to a total of 25 points Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Armoured Hide (X) Armoured Hide (X) Blackshard Armour Blackshard Armour Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Loner Loner Stampede Stampede Stubborn Stubborn Swiftstride Swiftstride Great Weapon Shield"},"347":{"id":"chaos-dwarfs/unit/bull-centaur-renders-draft-1.5.2.2","path":"chaos-dwarfs/unit/bull-centaur-renders-draft-1.5.2.2","title":"Bull Centaur Renders","pathText":"chaos dwarfs unit bull centaur renders draft 1.5.2.2","type":"unit","body":"Bull Centaur Render Bull Centaur Ba’hal Cost 54 Base Size 50 x 75 mm Unit Size 3+ Type Bull Centaur Renders Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons light armour Special Rules Armoured Hide (1) Blackshard Armour Close Order Ensorcelled Weapons Fear First Charge Impact Hits (D3) Loner Stampede Stubborn Swiftstride Options The entire unit may take any of the following: Great weapons (+4/model), Shields (+3/model) Any unit may: Upgrade one model to a Ba’hal (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points A Ba’hal may Take a Darkforged weapon (+15), purchase magic items up to a total of 25 points Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Armoured Hide (X) Armoured Hide (X) Blackshard Armour Blackshard Armour Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Loner Loner Stampede Stampede Stubborn Stubborn Swiftstride Swiftstride Great Weapon Shield Darkforged Weapon"},"348":{"id":"chaos-dwarfs/unit/bull-centaur-taurruk","path":"chaos-dwarfs/unit/bull-centaur-taurruk","title":"Bull Centaur Taur'ruk","pathText":"chaos dwarfs unit bull centaur taurruk","type":"unit","body":"Taur'ruk Cost 145 Base Size 50 x 75 mm Unit Size 1 Troop Type Monstrous Cavalry Troop Type Character Unit Category Cavalry Equipment Hand weapon heavy armour Special Rules Armour Bane (1) Armoured Hide (1) Blackshard Armour Ensorcelled Weapons Fear First Charge Impact Hits (D3+1) Loner Stampede Stubborn Swiftstride Options May take one of the following: Darkforged weapon (+10 points) Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+3 points) May purchase magic items up to a total of 75 points Optional Rules Darkforged Weapon Monstrous Cavalry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Loner Loner Stampede Stampede Stubborn Stubborn Swiftstride Swiftstride Darkforged Weapon Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Darkforged Weapon Darkforged Weapon"},"349":{"id":"chaos-dwarfs/unit/bull-centaur-taurruk-draft-1.5.2.2","path":"chaos-dwarfs/unit/bull-centaur-taurruk-draft-1.5.2.2","title":"Bull Centaur Taur'ruk","pathText":"chaos dwarfs unit bull centaur taurruk draft 1.5.2.2","type":"unit","body":"Taur’ruk Cost 145 Base Size 50 x 75 mm Unit Size 1 Type Bull Centaur Taur’ruk Troop Type Monstrous Cavalry Troop Type Character Unit Category Cavalry Equipment Hand weapon heavy armour Special Rules Armour Bane (1) Armoured Hide (1) Blackshard Armour Ensorcelled Weapons Fear First Charge Impact Hits (D3+1) Loner Stampede Stubborn Swiftstride Options May take one of the following: Darkforged weapon (+15), Additional hand weapon (+3), Great weapon (+4) May take a shield (+3) May purchase magic items up to a total of 75 points Monstrous Cavalry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Loner Loner Stampede Stampede Stubborn Stubborn Swiftstride Swiftstride Darkforged Weapon Two Hand Weapons/Additional Hand Weapon Great Weapon Shield"},"350":{"id":"chaos-dwarfs/unit/castellan-draft-1.5.2.2","path":"chaos-dwarfs/unit/castellan-draft-1.5.2.2","title":"Castellan","pathText":"chaos dwarfs unit castellan draft 1.5.2.2","type":"unit","body":"Castellan Cost 75 Base Size 25 x 25 mm Unit Size 1 Type Infernal Guard Commanders Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Resolute Stubborn Infernal Taskmaster Quell Panic Options May take one of the following: Darkforged weapon (+15), Great weapon (+4), Fireglaive (+3) May take one of the following: Pistol (+5), Naphtha bombs (+10) May take a shield (+2) A Castellan may purchase magic items up to a total of 75 points Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Infernal Taskmaster Infernal Taskmaster Quell Panic Quell Panic Darkforged Weapon Great Weapon Fireglaive Pistol Naphtha Bombs Shield"},"351":{"id":"chaos-dwarfs/unit/chaos-dwarf-warriors-draft-1.5.2.2","path":"chaos-dwarfs/unit/chaos-dwarf-warriors-draft-1.5.2.2","title":"Chaos Dwarf Warriors","pathText":"chaos dwarfs unit chaos dwarf warriors draft 1.5.2.2","type":"unit","body":"Chaos Dwarf Warrior Veteran Warrior Cost 7 Base Size 25 x 25 mm Unit Size 5+ Type Chaos Dwarf Warriors Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Detachment Regimental Unit Resolute Shieldwall Options The entire unit may take any of the following: Great weapons (+1/model), Shields (+1/model) Any unit may: Upgrade one model to a Veteran Warrior (champion) (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) A Veteran Warrior may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1/model), Have the Veteran special rule (+1/model), Purchase a magic standard worth up to 50 points Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Detachment Detachment Regimental Unit Regimental Unit Resolute Resolute Shieldwall Shieldwall Great Weapon Shield Veteran Veteran Drilled Veteran"},"352":{"id":"chaos-dwarfs/unit/daemonsmith-sorcerer","path":"chaos-dwarfs/unit/daemonsmith-sorcerer","title":"Daemonsmith Sorcerer","pathText":"chaos dwarfs unit daemonsmith sorcerer","type":"unit","body":"Daemonsmith Sorcerer Cost 85 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Infernal Engineer Lore of Hashut Resolute Sorcerer's Curse Stubborn Options May take any of the following: Darkforged weapon (+10 points) Naptha bombs (+15 points) Blood of Hashut (+20 points per vial) A Daemonsmith Sorcerer may: Be a Level 2 Wizard (+30 points) Be mounted on a Great Taurus (+120 points) Be mounted on a Lammasu (+95 points) Optional Rules Darkforged Weapon Naptha Bombs Blood of Hashut Heavy Infantry Characters (Troop Types) Infantry Daemonology Dark Magic Elementalism Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Infernal Engineer Infernal Engineer Lore of Hashut Lore of Hashut Resolute Resolute Sorcerer's Curse Sorcerer's Curse Stubborn Stubborn Darkforged Weapon Naptha Bombs Blood of Hashut Great Taurus Lammasu Darkforged Weapon Darkforged Weapon Naptha Bombs Naptha Bombs Blood of Hashut Blood of Hashut"},"353":{"id":"chaos-dwarfs/unit/daemonsmith-sorcerer-draft-1.5.2.2","path":"chaos-dwarfs/unit/daemonsmith-sorcerer-draft-1.5.2.2","title":"Daemonsmith Sorcerer","pathText":"chaos dwarfs unit daemonsmith sorcerer draft 1.5.2.2","type":"unit","body":"Daemonsmith Sorcerer Cost 85 Base Size 25 x 25 mm Unit Size 1 Type Sorcerers Of Hashut Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Infernal Engineer Lore of Hashut Resolute Sorcerer’s Curse Stubborn Options May take any of the following: Darkforged weapon (+15), Naphtha bombs (+10), Blood of Hashut (+10 per vial) A Daemonsmith Sorcerer may: Be a Level 2 Wizard (+30), Purchase magic items up to a total of 50 points, Be mounted on a Great Taurus, Be mounted on a Lammasu Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Infernal Engineer Infernal Engineer Lore of Hashut Lore of Hashut Resolute Resolute Sorcerer’s Curse Sorcerer’s Curse Stubborn Stubborn Darkforged Weapon Naphtha Bombs Blood Of Hashut Levels of Wizardry Great Taurus Lammasu"},"354":{"id":"chaos-dwarfs/unit/deathshrieker-rocket-launcher","path":"chaos-dwarfs/unit/deathshrieker-rocket-launcher","title":"Deathshrieker Rocket Launcher","pathText":"chaos dwarfs unit deathshrieker rocket launcher","type":"unit","body":"Deathshrieker Rocket Launcher Chaos Dwarf Crew Cost 120 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Demolition Rockets Infernal Incendiaries hand weapons heavy armour Special Rules Blackshard Armour Skirmishers Options May have the Hellbound special rule (+30 points) May have a Steam Carriage (+10 points) Optional Rules Hellbound Steam Carriage War Machines War Machines Demolition Rockets Demolition Rockets Infernal Incendiaries Infernal Incendiaries Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Skirmish Formation Skirmish Formation Hellbound Carriage Hauler Hellbound Carriage Hauler"},"355":{"id":"chaos-dwarfs/unit/deathshrieker-rocket-launcher-draft-1.5.2.2","path":"chaos-dwarfs/unit/deathshrieker-rocket-launcher-draft-1.5.2.2","title":"Deathshrieker Rocket Launcher","pathText":"chaos dwarfs unit deathshrieker rocket launcher draft 1.5.2.2","type":"unit","body":"Deathshrieker Chaos Dwarf Crew Cost 110 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Deathshrieker Rocket Launcher Troop Type War Machine Unit Category War Machine Equipment Demolition Rockets Infernal Incendiaries hand weapons light armour Special Rules Blackshard Armour Skirmishers Options May have the Hellbound special rule (+30) May have a Steam Carriage (+10) War Machines War Machines Demolition Rockets Demolition Rockets Infernal Incendiaries Infernal Incendiaries Hand Weapon Hand Weapon Light Armour Light Armour Blackshard Armour Blackshard Armour Skirmishers Skirmishers Hellbound"},"356":{"id":"chaos-dwarfs/unit/despot-draft-1.5.2.2","path":"chaos-dwarfs/unit/despot-draft-1.5.2.2","title":"Despot","pathText":"chaos dwarfs unit despot draft 1.5.2.2","type":"unit","body":"Despot Cost 125 Base Size 25 x 25 mm Unit Size 1 Type Chaos Dwarf Lords Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Relentless March Resolute Stubborn Options May take one of the following: Darkforged weapon (+15), Additional Hand Weapon (+3), Great weapon (+4) May take one of the following: Hailshot blunderbuss (+10), Pistol (+5), Naphtha bombs (+10) May take a shield (+2) A Despot may: Purchase magic items up to a total of 100 points, Be mounted on a Bale Taurus or Great Taurus Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Relentless March Relentless March Resolute Resolute Stubborn Stubborn Darkforged Weapon Two Hand Weapons/Additional Hand Weapon Great Weapon Hailshot Blunderbuss Pistol Naphtha Bombs Shield Bale Taurus Great Taurus"},"357":{"id":"chaos-dwarfs/unit/dreadquake-mortar","path":"chaos-dwarfs/unit/dreadquake-mortar","title":"Dreadquake Mortar","pathText":"chaos dwarfs unit dreadquake mortar","type":"unit","body":"Dreadquake Mortar Chaos Dwarf Crew Ogre Loader Cost 165 Base Size N/A Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Dreadquake Mortar hand weapons heavy armour Special Rules Blackshard Armour Skirmishers Options May have an Ogre Loader (+20 points) May have the Hellbound special rule (+30 points) May have a Steam Carriage (+10 points) Optional Rules Hellbound Steam Carriage War Machines War Machines Dreadquake Mortar Dreadquake Mortar Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Skirmish Formation Skirmish Formation Hellbound Carriage Hauler Hellbound Carriage Hauler"},"358":{"id":"chaos-dwarfs/unit/dreadquake-mortar-draft-1.5.2.2","path":"chaos-dwarfs/unit/dreadquake-mortar-draft-1.5.2.2","title":"Dreadquake Mortar","pathText":"chaos dwarfs unit dreadquake mortar draft 1.5.2.2","type":"unit","body":"Dreadquake Mortar Chaos Dwarf Crew Cost 165 Base Size No base or 200 mm x 60 mm Unit Size 1 Type Dreadquake Mortar Troop Type War Machine Unit Category War Machine Equipment Dreadquake Mortar hand weapons light armour. Special Rules Blackshard Armour Skirmishers Options May have an Ogre Loader (+35) May have the Hellbound special rule (+30) May have a Steam Carriage (+10) War Machines War Machines Dreadquake Mortar Dreadquake Mortar Hand Weapon Hand Weapon Light Armour Light Armour Blackshard Armour Blackshard Armour Skirmishers Skirmishers Ogre Loader Hellbound"},"359":{"id":"chaos-dwarfs/unit/giant-wolf-draft-1.5.2.2","path":"chaos-dwarfs/unit/giant-wolf-draft-1.5.2.2","title":"Giant Wolf","pathText":"chaos dwarfs unit giant wolf draft 1.5.2.2","type":"unit","body":"Giant Wolf Cost +10 Base Size 25 x 50 mm Unit Size 1 Type Giant Wolf Troop Type Light Cavalry Unit Category Cavalry Equipment Claws and fangs (counts as a hand weapon) Special Rules Fast Cavalry Fire & Flee Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Swiftstride Swiftstride"},"360":{"id":"chaos-dwarfs/unit/great-taurus","path":"chaos-dwarfs/unit/great-taurus","title":"Great Taurus","pathText":"chaos dwarfs unit great taurus","type":"unit","body":"A Great Taurus may only be included in your army as a character's mount. Its points are added to that of its rider. Great Taurus Cost Override +120 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Trampling hooves goring horns Special Rules Blazing Body Born of Fire Close Order Fly (9) Furious Charge Large Target Stomp Attacks (D3) Swiftstride Terror Behemoths Monsters Trampling Hooves Trampling Hooves Goring Horns Goring Horns Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"361":{"id":"chaos-dwarfs/unit/great-taurus-draft-1.5.2.2","path":"chaos-dwarfs/unit/great-taurus-draft-1.5.2.2","title":"Great Taurus","pathText":"chaos dwarfs unit great taurus draft 1.5.2.2","type":"unit","body":"Great Taurus Cost +120 Base Size 60 x 100 mm (Bale Taurus) 50 x 75mm to 60 x 100mm (Great Taurus) Unit Size 1 Type The Great Tauruses Troop Type Monstrous Creature Unit Category Monster Equipment Trampling hooves goring horns Special Rules Blazing Body Born of Fire Close Order Fly (9) Furious Charge Large Target Stomp Attacks (D3) Swiftstride Terror A Bale Taurus or Great Taurus may only be included in your army as a character’s mount. Its points are added to that of its rider. Monstrous Creatures Monsters Trampling hooves Trampling hooves Goring horns Goring horns Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"362":{"id":"chaos-dwarfs/unit/great-taurus-renegade-1.5","path":"chaos-dwarfs/unit/great-taurus-renegade-1.5","title":"Great Taurus","pathText":"chaos dwarfs unit great taurus renegade 1.5","type":"unit","body":"A Great Taurus may only be included in your army as a character's mount. Its points are added to that of its rider. Great Taurus Cost Override +120 points Base Size 60 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Trampling hooves goring horns Special Rules Blazing Body Born of Fire Close Order Fly (9) Furious Charge Large Target Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Trampling Hooves Trampling Hooves Goring Horns Goring Horns Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"363":{"id":"chaos-dwarfs/unit/hobgoblin-bolt-thrower","path":"chaos-dwarfs/unit/hobgoblin-bolt-thrower","title":"Hobgoblin Bolt Thrower","pathText":"chaos dwarfs unit hobgoblin bolt thrower","type":"unit","body":"Bolt Thrower Hobgoblin Crew Cost 45 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Bolt thrower hand weapons light armour Special Rules Levies Skirmishers War Machines War Machines Bolt Throwers Bolt Throwers Hand Weapon Hand Weapon Light Armour Light Armour Levies Levies Skirmish Formation Skirmish Formation"},"364":{"id":"chaos-dwarfs/unit/hobgoblin-bolt-thrower-draft-1.5.2.2","path":"chaos-dwarfs/unit/hobgoblin-bolt-thrower-draft-1.5.2.2","title":"Hobgoblin Bolt Thrower","pathText":"chaos dwarfs unit hobgoblin bolt thrower draft 1.5.2.2","type":"unit","body":"Bolt Thrower Hobgoblin Crew Cost 45 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Hobgoblin Bolt Thrower Troop Type War Machine Unit Category War Machine Equipment Bolt thrower hand weapons light armour Special Rules Levies Skirmishers War Machines War Machines Hand Weapon Hand Weapon Light Armour Light Armour Levies Levies Skirmishers Skirmishers"},"365":{"id":"chaos-dwarfs/unit/hobgoblin-cutthroats","path":"chaos-dwarfs/unit/hobgoblin-cutthroats","title":"Hobgoblin Cutthroats","pathText":"chaos dwarfs unit hobgoblin cutthroats","type":"unit","body":"Cutthroat Boss Cost 3 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Backstab Close Order Horde Levies Warband Options The entire unit may replace shields with shortbows (Free) The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Backstab Backstab Close Order Close Order Horde Horde Levies Levies Warband Warband Shield Shortbow Light Armour"},"366":{"id":"chaos-dwarfs/unit/hobgoblin-cutthroats-draft-1.5.2.2","path":"chaos-dwarfs/unit/hobgoblin-cutthroats-draft-1.5.2.2","title":"Hobgoblin Cutthroats","pathText":"chaos dwarfs unit hobgoblin cutthroats draft 1.5.2.2","type":"unit","body":"Cutthroat Boss Cost 3 Base Size 25 x 25 mm Unit Size 10+ Type Hobgoblin Cutthroats Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Backstab Close Order Horde Levies Warband Options The entire unit may replace shields with shortbows (Free) The entire unit may take light armour (+1/model) Any unit may: Upgrade one model to a Boss (champion) (+7), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Backstab Backstab Close Order Close Order Horde Horde Levies Levies Warband Warband Shield Shortbow Light Armour"},"367":{"id":"chaos-dwarfs/unit/hobgoblin-khan","path":"chaos-dwarfs/unit/hobgoblin-khan","title":"Hobgoblin Khan","pathText":"chaos dwarfs unit hobgoblin khan","type":"unit","body":"Hobgoblin Khan Cost 45 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon throwing weapons Special Rules Backstab Evasive Levies Warband Options May take one of the following: Additional hand weapon (+3 points)' Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May replace throwing weapons with shortbow (+2 points) May take any of the following: Shield (+2 points) Light armour (+3 points) May be mounted on a Giant Wolf (+10 points) May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Throwing Weapons Throwing Weapons Backstab Backstab Evasive Evasive Levies Levies Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Throwing Weapons Shortbow Shield Light Armour Giant Wolf"},"368":{"id":"chaos-dwarfs/unit/hobgoblin-khan-draft-1.5.2.2","path":"chaos-dwarfs/unit/hobgoblin-khan-draft-1.5.2.2","title":"Hobgoblin Khan","pathText":"chaos dwarfs unit hobgoblin khan draft 1.5.2.2","type":"unit","body":"Hobgoblin Khan Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Hobgoblin Khan Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand Weapon throwing weapons Special Rules Backstab Evasive Levies Warband Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Cavalry spear (if appropriately mounted) (+2) May replace throwing weapons with shortbow (+2) May take any of the following: Shield (+2), Light armour (+3) May be mounted on a Giant Wolf (+10) May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Throwing Weapons Throwing Weapons Backstab Backstab Evasive Evasive Levies Levies Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Throwing Weapons Shortbow Shield Light Armour Giant Wolf"},"369":{"id":"chaos-dwarfs/unit/hobgoblin-wolf-riders","path":"chaos-dwarfs/unit/hobgoblin-wolf-riders","title":"Hobgoblin Wolf Riders","pathText":"chaos dwarfs unit hobgoblin wolf riders","type":"unit","body":"Hobgoblin Wolf Rider Boss Giant Wolf Cost 12 Base Size 25 x 50 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Hobgoblin Wolf Riders: Hand weapons, light armour and shields Giant Wolves: Claws and fangs (counts as hand weapons) Special Rules Backstab Evasive Fast Cavalry Fire & Flee Levies Open Order Skirmishers Swiftstride Options The entire unit may take any of the following: Cavalry spears (Free) Shortbows (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) 0-1 unit per 1,000 points may: Have the Feigned Flight special rule (+2 points per model) Have the Reserve Move special rule (+1 points per model) Optional Rules Feigned Flight Reserve Move Light Cavalry Cavalry Hand Weapon Light Armour Shield Hand Weapon Backstab Backstab Evasive Evasive Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Levies Levies Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Cavalry Spear Shortbow Feigned Flight Reserve Move Feigned Flight Feigned Flight Reserve Move Reserve Move"},"370":{"id":"chaos-dwarfs/unit/hobgoblin-wolf-riders-draft-1.5.2.2","path":"chaos-dwarfs/unit/hobgoblin-wolf-riders-draft-1.5.2.2","title":"Hobgoblin Wolf Riders","pathText":"chaos dwarfs unit hobgoblin wolf riders draft 1.5.2.2","type":"unit","body":"Hobgoblin Wolf Rider Boss Giant Wolf Cost 12 Base Size 25 x 50 mm Unit Size 5+ Type Hobgoblin Wolf Riders Troop Type Light Cavalry Unit Category Cavalry Equipment Hand weapons light armour shields Claws and fangs (counts as hand weapons) Special Rules Backstab Evasive Fast Cavalry Fire & Flee Levies Open Order Skirmishers Swiftstride Options The entire unit may take any of the following: Cavalry spears (Free), Shortbows (+1/model) Any unit may: Upgrade one model to a Boss (champion) (+8), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6) 0-1 unit per 1,000 points may: Have the Feigned Flight special rule (+2/model), Have the Reserve Move special rule (+1/model) Light Cavalry Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Hand Weapon Hand Weapon Backstab Backstab Evasive Evasive Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Levies Levies Open Order Open Order Skirmishers Skirmishers Swiftstride Swiftstride Cavalry Spear Shortbow Feigned Flight Reserve Move"},"371":{"id":"chaos-dwarfs/unit/infernal-castellan","path":"chaos-dwarfs/unit/infernal-castellan","title":"Infernal Castellan","pathText":"chaos dwarfs unit infernal castellan","type":"unit","body":"Infernal Castellan Cost 125 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Resolute Stubborn Options May take one of the following: Darkforged weapon (+10 points) Great weapon (+4 points) May take one of the following: Fireglaive (+10 points) Hailshot blunderbuss (+10 points) May take one of the following: Pistol (+5 points) Naptha bombs (+10 points) May take a shield (+2 points) An Infernal Castellan may purchase magic items up to a total of 100 points Optional Rules Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Darkforged Weapon Great Weapon Fireglaive Hailshot Blunderbuss Pistol Naptha Bombs Shield Darkforged Weapon Darkforged Weapon Fireglaive Fireglaive Hailshot Blunderbuss Hailshot Blunderbuss Naptha Bombs Naptha Bombs"},"372":{"id":"chaos-dwarfs/unit/infernal-castellan-renegade-1.5","path":"chaos-dwarfs/unit/infernal-castellan-renegade-1.5","title":"Infernal Castellan","pathText":"chaos dwarfs unit infernal castellan renegade 1.5","type":"unit","body":"Infernal Castellan Cost 125 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Resolute Stubborn Options May take one of the following: Darkforged weapon (+10 points) Great weapon (+4 points) May take one of the following: Fireglaive (+10 points) Hailshot blunderbuss (+10 points) May take one of the following: Pistol (+5 points) Naptha bombs (+10 points) May take a shield (+2 points) An Infernal Castellan may purchase magic items up to a total of 100 points May replace heavy armour with: Full plate armour (+3 points) May be mounted on one of the following: Bale Taurus Great Taurus Optional Rules Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Darkforged Weapon Great Weapon Fireglaive Hailshot Blunderbuss Pistol Naptha Bombs Shield Full Plate Armour Bale Taurus Great Taurus Darkforged Weapon Darkforged Weapon Fireglaive Fireglaive Hailshot Blunderbuss Hailshot Blunderbuss Naptha Bombs Naptha Bombs"},"373":{"id":"chaos-dwarfs/unit/infernal-guard","path":"chaos-dwarfs/unit/infernal-guard","title":"Infernal Guard","pathText":"chaos dwarfs unit infernal guard","type":"unit","body":"Infernal Guard Deathmask Cost 11 Base Size 25 x 25 mm Unit Size 10+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Detachment Regimental Unit Resolute Shieldwall Stubborn Options The entire unit may take one of the following: Great weapons (+2 points per model) Fireglaives (+4 points per model) Hailshot blunderbusses (+5 points per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Deathmask (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Deathmask may take one of the following: Pistol (+3 points) Naptha bombs (+6 points) A Deathmask may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model)\\ Have the Blackshard Armour special rule (+1 point per model) Optional Rules Fireglaive Hailshot Blunderbuss Naptha Bombs Drilled Blackshard Armour Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Regimental Unit Regimental Unit Resolute Resolute Shieldwall Shieldwall Stubborn Stubborn Great Weapon Fireglaive Hailshot Blunderbuss Shield Pistol Naptha Bombs Drilled Blackshard Armour Fireglaive Fireglaive Hailshot Blunderbuss Hailshot Blunderbuss Naptha Bombs Naptha Bombs Drilled Drilled Blackshard Armour Blackshard Armour"},"374":{"id":"chaos-dwarfs/unit/infernal-guard-draft-1.5.2.2","path":"chaos-dwarfs/unit/infernal-guard-draft-1.5.2.2","title":"Infernal Guard","pathText":"chaos dwarfs unit infernal guard draft 1.5.2.2","type":"unit","body":"Infernal Guard Deathmask Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Infernal Guard Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Detachment Regimental Unit Resolute Shieldwall Stubborn Options The entire unit may take one of the following: Great weapons (+2/model), Fireglaives and Blackshard Armour (+2/model) The entire unit may take shields (+1/model) Any unit may: Upgrade one model to a Deathmask (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points A Deathmask may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1/model), Have the Veteran special rule (+1/model) A Deathmask may take one of the following: Pistol (+3), Naphtha bombs (+6) Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Detachment Detachment Regimental Unit Regimental Unit Resolute Resolute Shieldwall Shieldwall Stubborn Stubborn Great Weapon Fireglaive Blackshard Armour Shield Drilled Veteran Pistol Naphtha Bombs"},"375":{"id":"chaos-dwarfs/unit/infernal-ironsworn","path":"chaos-dwarfs/unit/infernal-ironsworn","title":"Infernal Ironsworn","pathText":"chaos dwarfs unit infernal ironsworn","type":"unit","body":"Infernal Ironsworn Overseer Cost 19 Base Size 25 x 25 mm Unit Size 10+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons full plate armour Special Rules Blackshard Armour Close Order Drilled Ensorcelled Weapons Quell Panic Regimental Unit Resolute Shieldwall Stubborn Veteran Options The entire unit may take one of the following: Great weapons (+2 points per model) Halberds (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to an Overseer (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit)\\ Purchase a magic standard worth up to 100 points An Overseer may take one of the following: Pistol (+3 points) Naptha bombs (+6 points) An Overseer may purchase magic items up to a total of 25 points Optional Rules Naptha Bombs Heavy Infantry Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Blackshard Armour Blackshard Armour Close Order Close Order Drilled Drilled Ensorcelled Weapons Ensorcelled Weapons Quell Panic Quell Panic Regimental Unit Regimental Unit Resolute Resolute Shieldwall Shieldwall Stubborn Stubborn Veteran Veteran Great Weapon Halberd Shield Pistol Naptha Bombs Naptha Bombs Naptha Bombs"},"376":{"id":"chaos-dwarfs/unit/infernal-ironsworn-draft-1.5.2.2","path":"chaos-dwarfs/unit/infernal-ironsworn-draft-1.5.2.2","title":"Infernal Ironsworn","pathText":"chaos dwarfs unit infernal ironsworn draft 1.5.2.2","type":"unit","body":"Infernal Ironsworn Overseer Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Infernal Ironsworn Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Blackshard Armour Close Order Drilled Ensorcelled Weapons Quell Panic Regimental Unit Resolute Shieldwall Stubborn Veteran Options The entire unit may take one of the following: Great weapons (+2/model), Halberds (+1/model) The entire unit may take shields (+1/model) Any unit may: Upgrade one model to an Overseer (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 100 points An Overseer may purchase magic items up to a total of 25 points An Overseer may take one of the following: Pistol (+3), Naphtha bombs (+6), Darkforged weapon (+15) Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Close Order Close Order Drilled Drilled Ensorcelled Weapons Ensorcelled Weapons Quell Panic Quell Panic Regimental Unit Regimental Unit Resolute Resolute Shieldwall Shieldwall Stubborn Stubborn Veteran Veteran Great Weapon Halberd Shield Pistol Naphtha Bombs Darkforged Weapon"},"377":{"id":"chaos-dwarfs/unit/infernal-seneschal","path":"chaos-dwarfs/unit/infernal-seneschal","title":"Infernal Seneschal","pathText":"chaos dwarfs unit infernal seneschal","type":"unit","body":"Infernal Seneschal Cost 60 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Resolute Stubborn Options May take one of the following: Darkforged weapon (+10 points) Great weapon (+4 points) May take one of the following: Fireglaive (+10 points) Hailshot blunderbuss (+10 points) May take one of the following: Pistol (+5 points) Naptha bombs (+10 points) May take a shield (+2 points) An Infernal Seneschal may purchase magic items up to a total of 50 points Optional Rules Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Darkforged Weapon Great Weapon Fireglaive Hailshot Blunderbuss Pistol Naptha Bombs Shield Darkforged Weapon Darkforged Weapon Fireglaive Fireglaive Hailshot Blunderbuss Hailshot Blunderbuss Naptha Bombs Naptha Bombs"},"378":{"id":"chaos-dwarfs/unit/infernal-seneschal-renegade-1.5","path":"chaos-dwarfs/unit/infernal-seneschal-renegade-1.5","title":"Infernal Seneschal","pathText":"chaos dwarfs unit infernal seneschal renegade 1.5","type":"unit","body":"Infernal Seneschal Cost 60 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Resolute Stubborn Options May take one of the following: Darkforged weapon (+10 points) Great weapon (+4 points) May take one of the following: Fireglaive (+10 points) Hailshot blunderbuss (+10 points) May take one of the following: Pistol (+5 points) Naptha bombs (+10 points) May take a shield (+2 points) An Infernal Seneschal may purchase magic items up to a total of 50 points May replace heavy armour with: Full plate armour (+3 points) May be mounted on: Great Taurus Optional Rules Darkforged Weapon Fireglaive Hailshot Blunderbuss Naptha Bombs Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Darkforged Weapon Great Weapon Fireglaive Hailshot Blunderbuss Pistol Naptha Bombs Shield Full Plate Armour Great Taurus Darkforged Weapon Darkforged Weapon Fireglaive Fireglaive Hailshot Blunderbuss Hailshot Blunderbuss Naptha Bombs Naptha Bombs"},"379":{"id":"chaos-dwarfs/unit/iron-daemon","path":"chaos-dwarfs/unit/iron-daemon","title":"Iron Daemon","pathText":"chaos dwarfs unit iron daemon","type":"unit","body":"Iron Daemon Chaos Dwarf Crew (x3) Cost 275 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment Iron Daemon: Steam Cannonade Chaos Dwarf Crew: Hand weapons Special Rules Carriage Hauler Close Order Fear Grinding Wheels Immune to Psychology Impact Hits (D6+1) Large Target Lumbering Destruction Stomp Attacks (D3+1) Unbreakable Options May have the Hellbound special rule (+35 points) May replace its Steam Cannonade with a Skullcracker (+10 points) Optional Rules Hellbound Skullcracker Heavy Chariots Chariots Steam Cannonade Hand Weapon Carriage Hauler Carriage Hauler Close Order Close Order Fear Fear Grinding Wheels Grinding Wheels Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Lumbering Destruction Lumbering Destruction Stomp Attacks (X) Stomp Attacks (X) Unbreakable Unbreakable Hellbound Steam Cannonade Skullcracker Hellbound Hellbound Skullcracker Skullcracker"},"380":{"id":"chaos-dwarfs/unit/iron-daemon-draft-1.5.2.2","path":"chaos-dwarfs/unit/iron-daemon-draft-1.5.2.2","title":"Iron Daemon","pathText":"chaos dwarfs unit iron daemon draft 1.5.2.2","type":"unit","body":"Iron Daemon Chaos Dwarf Crew (x3) Cost 275 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Type Iron Daemon Troop Type Heavy Chariot Unit Category Chariot Equipment Steam Cannonade Hand weapons Special Rules Carriage Hauler Close Order Fear Grinding Wheels Immune to Psychology Impact Hits (D6+1) Large Target Lumbering Destruction Stomp Attacks (D3+1) Unbreakable Options May have the Hellbound special rule (+35) May replace its Steam Cannonade with a Skullcracker (+10) Heavy Chariots Chariots Steam Cannonade Steam Cannonade Hand Weapon Hand Weapon Carriage Hauler Carriage Hauler Close Order Close Order Fear Fear Grinding Wheels Grinding Wheels Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Lumbering Destruction Lumbering Destruction Stomp Attacks (X) Stomp Attacks (X) Unbreakable Unbreakable Hellbound Steam Cannonade Skullcracker"},"381":{"id":"chaos-dwarfs/unit/kdaai-fireborn","path":"chaos-dwarfs/unit/kdaai-fireborn","title":"K'daai Fireborn","pathText":"chaos dwarfs unit kdaai fireborn","type":"unit","body":"K'daai Fireborn Manburner Cost 41 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Rage hellfire (counts as hand weapons) Special Rules Blazing Body Close Order Ensorcelled Weapons Fear Flaming Attacks Immune to Psychology Regeneration (5+) Unbreakable Unstable Warp-spawned Options Any unit may upgrade one model to a Manburner (champion) (+7 points per unit) A Manburner may purchase magic items up to a total of 25 points Monstrous Infantry Infantry Hand Weapon Hand Weapon Blazing Body Blazing Body Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Fear Fear Flaming Attacks Flaming Attacks Immune to Psychology Immune to Psychology Regeneration (X+) Regeneration (X+) Unbreakable Unbreakable Unstable Unstable Warp-spawned Warp-spawned"},"382":{"id":"chaos-dwarfs/unit/kdaai-fireborn-draft-1.5.2.2","path":"chaos-dwarfs/unit/kdaai-fireborn-draft-1.5.2.2","title":"K’daai Fireborn","pathText":"chaos dwarfs unit kdaai fireborn draft 1.5.2.2","type":"unit","body":"K’daai Fireborn Manburner Cost 38 Base Size 40 x 40 mm Unit Size 3+ Type K’daai Fireborn Troop Type Monstrous Infantry Unit Category Infantry Equipment Rage and hellfire (counts as hand weapons) heavy armour Special Rules Blazing Body Born of Fire Close Order Ensorcelled Weapons Fear Flaming Attacks Immune to Psychology Regeneration (5+) Unbreakable Unstable Warp-spawned Options Any unit may upgrade one model to a Manburner (champion) (+7) A Manburner may purchase magic items up to a total of 25 points Monstrous Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blazing Body Blazing Body Born of Fire Born of Fire Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Fear Fear Flaming Attacks Flaming Attacks Immune to Psychology Immune to Psychology Regeneration (X+) Regeneration (X+) Unbreakable Unbreakable Unstable Unstable Warp-spawned Warp-spawned"},"383":{"id":"chaos-dwarfs/unit/kdaai-fireborn-renegade-1.5","path":"chaos-dwarfs/unit/kdaai-fireborn-renegade-1.5","title":"K'daai Fireborn","pathText":"chaos dwarfs unit kdaai fireborn renegade 1.5","type":"unit","body":"K'daai Fireborn Manburner Cost 41 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Rage hellfire (counts as hand weapons) Special Rules Blazing Body Close Order Ensorcelled Weapons Fear Flaming Attacks Immune to Psychology Regeneration (5+) Unbreakable Unstable Warp-spawned Born of Fire Options Any unit may upgrade one model to a Manburner (champion) (+7 points per unit) A Manburner may purchase magic items up to a total of 25 points Monstrous Infantry Infantry Hand Weapon Hand Weapon Blazing Body Blazing Body Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Fear Fear Flaming Attacks Flaming Attacks Immune to Psychology Immune to Psychology Regeneration (X+) Regeneration (X+) Unbreakable Unbreakable Unstable Unstable Warp-spawned Warp-spawned Born of Fire Born of Fire"},"384":{"id":"chaos-dwarfs/unit/lammasu","path":"chaos-dwarfs/unit/lammasu","title":"Lammasu","pathText":"chaos dwarfs unit lammasu","type":"unit","body":"A Lammasu may only be included in your army as a character's mount. Its points are added to that of its rider. Lammasu Cost Override +95 points Base Size 50 x 75 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Claws fangs (counts as a hand weapon) Special Rules Armour Bane (2) Close Order Fly (9) Furious Charge Large Target Magic Resistance (-3) Sorcerous Miasma Stomp Attacks (D3) Swiftstride Terror Options May have a mace tail (+10 points) May have Sorcerous Exhalation (+15 points) Optional Rules Mace Tail Sorcerous Exhalation Monstrous Creatures Monsters Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Sorcerous Miasma Sorcerous Miasma Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Mace Tail Sorcerous Exhalation Mace Tail Sorcerous Exhalation"},"385":{"id":"chaos-dwarfs/unit/lammasu-draft-1.5.2.2","path":"chaos-dwarfs/unit/lammasu-draft-1.5.2.2","title":"Lammasu","pathText":"chaos dwarfs unit lammasu draft 1.5.2.2","type":"unit","body":"Lammasu Cost +95 Base Size 50 x 75 mm Unit Size 1 Type Lammasu Troop Type Monstrous Creature Unit Category Monster Equipment Claws and fangs (counts as a hand weapon) Special Rules Armour Bane (2) Close Order Fly (9) Furious Charge Large Target Magic Resistance (-3) Sorcerous Miasma Stomp Attacks (D3) Swiftstride Terror A Lammasu may only be included in your army as a character’s mount. Its points are added to that of its rider. Options May have a mace tail (+10) May have Sorcerous Exhalation (+15) Monstrous Creatures Monsters Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Fly (X) Fly (X) Furious Charge Furious Charge Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Sorcerous Miasma Sorcerous Miasma Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Mace Tail"},"386":{"id":"chaos-dwarfs/unit/magma-cannon","path":"chaos-dwarfs/unit/magma-cannon","title":"Magma Cannon","pathText":"chaos dwarfs unit magma cannon","type":"unit","body":"Magma Cannon Chaos Dwarf Crew Cost 125 Base Size 50 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Fire thrower hand weapons heavy armour Special Rules Blackshard Armour Skirmishers Options May have the Hellbound special rule (+30 points) May have a Steam Carriage (+10 points) Optional Rules Hellbound Steam Carriage War Machines War Machines Fire Throwers Fire Throwers Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Skirmish Formation Skirmish Formation Hellbound Carriage Hauler Hellbound Carriage Hauler"},"387":{"id":"chaos-dwarfs/unit/magma-cannon-draft-1.5.2.2","path":"chaos-dwarfs/unit/magma-cannon-draft-1.5.2.2","title":"Magma Cannon","pathText":"chaos dwarfs unit magma cannon draft 1.5.2.2","type":"unit","body":"Magma Cannon Chaos Dwarf Crew Cost 125 Base Size 50 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Magma Cannon Troop Type War Machine Unit Category War Machine Equipment Fire thrower hand weapons light armour Special Rules Blackshard Armour Skirmishers Options May have the Hellbound special rule (+30) May have a Steam Carriage (+10) War Machines War Machines Hand Weapon Hand Weapon Light Armour Light Armour Blackshard Armour Blackshard Armour Skirmishers Skirmishers Hellbound"},"388":{"id":"chaos-dwarfs/unit/ogre-loader-draft-1.5.2.2","path":"chaos-dwarfs/unit/ogre-loader-draft-1.5.2.2","title":"Ogre Loader","pathText":"chaos dwarfs unit ogre loader draft 1.5.2.2","type":"unit","body":"Ogre Loader Cost +35 Base Size N/A Unit Size 1 Type Indentured Ogres Troop Type War Machine Unit Category War Machine Equipment Hand Weapon Special Rules Enough for Everyone Indentured Crew Options May take Naphtha Bombs (+8) War Machines War Machines Hand Weapon Hand Weapon Enough for Everyone Enough for Everyone Indentured Crew Indentured Crew Naphtha Bombs"},"389":{"id":"chaos-dwarfs/unit/seneschal-draft-1.5.2.2","path":"chaos-dwarfs/unit/seneschal-draft-1.5.2.2","title":"Seneschal","pathText":"chaos dwarfs unit seneschal draft 1.5.2.2","type":"unit","body":"Seneschal Cost 65 Base Size 25 x 25 mm Unit Size 1 Type Chaos Dwarf Lords Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Rallying Cry Relentless March Resolute Stubborn Options May take one of the following: Darkforged weapon (+15), Additional Hand Weapon (+3), Great weapon (+4) May take one of the following: Hailshot blunderbuss (+10), Pistol (+5), Naphtha bombs (+10) May take a shield (+2) A Seneschal may: Purchase magic items up to a total of 50 points, Be mounted on a Great Taurus Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Rallying Cry Rallying Cry Relentless March Relentless March Resolute Resolute Stubborn Stubborn Darkforged Weapon Two Hand Weapons/Additional Hand Weapon Great Weapon Hailshot Blunderbuss Pistol Naphtha Bombs Shield Great Taurus"},"390":{"id":"chaos-dwarfs/unit/sneaky-gits","path":"chaos-dwarfs/unit/sneaky-gits","title":"Sneaky Gits","pathText":"chaos dwarfs unit sneaky gits","type":"unit","body":"Sneaking Git Murder Boss Cost 6 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons throwing weapons Special Rules Ambushers Backstab Evasive Levies Move Through Cover Skirmishers Options The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Murder Boss (champion) (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Throwing Weapons Throwing Weapons Ambushers Ambushers Backstab Backstab Evasive Evasive Levies Levies Move Through Cover Move Through Cover Skirmish Formation Skirmish Formation Light Armour"},"391":{"id":"chaos-dwarfs/unit/sneaky-gits-draft-1.5.2.2","path":"chaos-dwarfs/unit/sneaky-gits-draft-1.5.2.2","title":"Sneaky Gits","pathText":"chaos dwarfs unit sneaky gits draft 1.5.2.2","type":"unit","body":"Sneaky Git Murder Boss Cost 6 Base Size 25 x 25 mm Unit Size 10+ Type Sneaky Gits Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons throwing weapons Special Rules Ambushers Backstab Evasive Levies Move through Cover Skirmishers Options The entire unit may take light armour (+1/model) Any unit may: Upgrade one model to a Murder Boss (champion) (+6), Upgrade one model to a musician (+6) Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Throwing Weapons Throwing Weapons Ambushers Ambushers Backstab Backstab Evasive Evasive Levies Levies Move Through Cover Move Through Cover Skirmishers Skirmishers Light Armour"},"392":{"id":"chaos-dwarfs/unit/sorcerer-prophet","path":"chaos-dwarfs/unit/sorcerer-prophet","title":"Sorcerer-Prophet","pathText":"chaos dwarfs unit sorcerer prophet","type":"unit","body":"Sorcerer-Prophet Cost 195 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Infernal Engineer Lore of Hashut Resolute Sorcerer's Curse Stubborn Options May take any of the following: Darkforged weapon (+10 points) Naptha bombs (+15 points) Blood of Hashut (+20 points per vial) A Sorcerer-Prophet may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Be mounted on a Bale Taurus (+160 points) Be mounted on a Great Taurus (+120 points) Be mounted on a Lammasu (+95 points) Optional Rules Darkforged Weapon Naptha Bombs Blood of Hashut Heavy Infantry Characters (Troop Types) Infantry Daemonology Dark Magic Elementalism Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Infernal Engineer Infernal Engineer Lore of Hashut Lore of Hashut Resolute Resolute Sorcerer's Curse Sorcerer's Curse Stubborn Stubborn Darkforged Weapon Naptha Bombs Blood of Hashut Bale Taurus Great Taurus Lammasu Darkforged Weapon Darkforged Weapon Naptha Bombs Naptha Bombs Blood of Hashut Blood of Hashut"},"393":{"id":"chaos-dwarfs/unit/sorcerer-prophet-draft-1.5.2.2","path":"chaos-dwarfs/unit/sorcerer-prophet-draft-1.5.2.2","title":"Sorcerer-Prophet","pathText":"chaos dwarfs unit sorcerer prophet draft 1.5.2.2","type":"unit","body":"Sorcerer-Prophet Cost 175 Base Size 25 x 25 mm Unit Size 1 Type Sorcerers Of Hashut Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Equipment Hand weapon heavy armour Special Rules Blackshard Armour Ensorcelled Weapons Infernal Engineer Lore of Hashut Resolute Sorcerer’s Curse Stubborn Options May take any of the following: Darkforged weapon (+15), Naphtha bombs (+10), Blood of Hashut (+10 per vial) A Sorcerer-Prophet may: Be a Level 4 Wizard (+30), Purchase magic items up to a total of 100 points, Be mounted on a Bale Taurus or Great Taurus, Be mounted on a Lammasu Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blackshard Armour Blackshard Armour Ensorcelled Weapons Ensorcelled Weapons Infernal Engineer Infernal Engineer Lore of Hashut Lore of Hashut Resolute Resolute Sorcerer’s Curse Sorcerer’s Curse Stubborn Stubborn Darkforged Weapon Naphtha Bombs Blood Of Hashut Levels of Wizardry Bale Taurus Great Taurus Lammasu"},"394":{"id":"chaos-dwarfs/weapon/blood-of-hashut","path":"chaos-dwarfs/weapon/blood-of-hashut","title":"Blood of Hashut","pathText":"chaos dwarfs weapon blood of hashut","type":"rule","body":"This powerful alchemical substance is saturated with daemonic magic that bursts into molten flame upon contact with metal. Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits. These hits can be directed against a unit or against a single enemy model. When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules. The Combat Phase Armour Value Make Armour Saves (Combat) Ward Saves Regeneration (X+) Flaming Attacks Magical Attacks"},"395":{"id":"chaos-dwarfs/weapon/blood-of-hashut-draft-1.5.2.2","path":"chaos-dwarfs/weapon/blood-of-hashut-draft-1.5.2.2","title":"Blood Of Hashut","pathText":"chaos dwarfs weapon blood of hashut draft 1.5.2.2","type":"rule","body":"Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits. These hits can be directed against a unit or against a single enemy model. Blood Of Hashut Flaming Attacks Magical Attacks When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules. Flaming Attacks Magical Attacks"},"396":{"id":"chaos-dwarfs/weapon/darkforged-weapon","path":"chaos-dwarfs/weapon/darkforged-weapon","title":"Darkforged Weapon","pathText":"chaos dwarfs weapon darkforged weapon","type":"rule","body":"These weapons vary in style and shape, as do the abilities granted them by the twisted runes inscribed upon them. A Darkforged weapon is a hand weapon, and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon. The weapon has this attribute for the duration of the battle: D6 Result 1 Infernal Blade: This weapon gains the Flaming Attacks special rule. 2 Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule. 3 Life Bane: This weapon gains the Multiple Wounds (D3) special rule. 4 Dweomer Leach: The bearer of this weapon gains the Magic Resistance (-1) special rule. 5 Hell-forged: This weapon has a Strength characteristic of S+1. 6 Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, improve the Armour Piercing characteristic of this weapon by 1. Ensorcelled Weapons Flaming Attacks Hatred (X) Multiple Wounds (X) Magic Resistance (-X) Casting Roll, Casting Result & Casting Value Armour Piercing"},"397":{"id":"chaos-dwarfs/weapon/darkforged-weapon-draft-1.5.2.2","path":"chaos-dwarfs/weapon/darkforged-weapon-draft-1.5.2.2","title":"Darkforged Weapon","pathText":"chaos dwarfs weapon darkforged weapon draft 1.5.2.2","type":"rule","body":"A Darkforged weapon is a hand weapon with the Flaming Attacks special rule and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon. The weapon has this attribute for the duration of the battle: Darkforged Weapon Flaming Attacks Darkforged Weapon Table D3 Result 1 Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule. 2 Life Bane: This weapon gains the Multiple Wounds (D3) special rule. 3 Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, This weapon has a Strength characteristic of S+1. Flaming Attacks"},"398":{"id":"chaos-dwarfs/weapon/demolition-rockets","path":"chaos-dwarfs/weapon/demolition-rockets","title":"Demolition Rockets","pathText":"chaos dwarfs weapon demolition rockets","type":"rule","body":"Demolition Rockets Armour Bane (1) Bombardment Cumbersome Move or Shoot Multiple Wounds (D6) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Armour Bane (X) Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Stone Throwers Bombardment Black Powder Misfire Table Multiple Wounds (X)"},"399":{"id":"chaos-dwarfs/weapon/demolition-rockets-draft-1.5.2.2","path":"chaos-dwarfs/weapon/demolition-rockets-draft-1.5.2.2","title":"Demolition Rockets","pathText":"chaos dwarfs weapon demolition rockets draft 1.5.2.2","type":"rule","body":"Each turn, a Deathshrieker rocket launcher can fire one of the two different types of rocket described below. Demolition Rockets Armour Bane (1) Bombardment Cumbersome Move or Shoot Multiple Wounds (D6) This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3\" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Armour Bane (X) Bombardment Cumbersome Move or Shoot Multiple Wounds (X)"},"400":{"id":"chaos-dwarfs/weapon/dreadquake-mortar","path":"chaos-dwarfs/weapon/dreadquake-mortar","title":"Dreadquake Mortar","pathText":"chaos dwarfs weapon dreadquake mortar","type":"rule","body":"Dreadquake Mortar Bombardment Cumbersome Move or Shoot Multiple Wounds (D6) Quake Slow Reload Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Quake Slow Reload Stone Throwers Bombardment Black Powder Misfire Table Multiple Wounds (X)"},"401":{"id":"chaos-dwarfs/weapon/dreadquake-mortar-draft-1.5.2.2","path":"chaos-dwarfs/weapon/dreadquake-mortar-draft-1.5.2.2","title":"Dreadquake Mortar","pathText":"chaos dwarfs weapon dreadquake mortar draft 1.5.2.2","type":"rule","body":"This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5\" blast Dreadquake Mortar Bombardment Cumbersome Move or Shoot Multiple Wounds (D3+1) Quake template and the Black Powder Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6\" of the central hole of a blast template after scattering fired from one or more Dreadquake mortars, suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule. Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Quake"},"402":{"id":"chaos-dwarfs/weapon/fireglaive","path":"chaos-dwarfs/weapon/fireglaive","title":"Fireglaive","pathText":"chaos dwarfs weapon fireglaive","type":"rule","body":"A Fireglaive is a compact, heavily constructed repeating handgun that incorporates a single-edged chopping blade, allowing a skilled fighter to wield it in combat much like a halberd. Ranged: Fireglaive Ranged Armour Bane (1) Combat: Fireglaive Combat Armour Bane (1) Requires Two Hands Notes: A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon. Armour Bane (X) Armour Bane (X) Requires Two Hands"},"403":{"id":"chaos-dwarfs/weapon/fireglaive-draft-1.5.2.2","path":"chaos-dwarfs/weapon/fireglaive-draft-1.5.2.2","title":"Fireglaive","pathText":"chaos dwarfs weapon fireglaive draft 1.5.2.2","type":"rule","body":"Ranged Armour Bane (1) Combat Armour Bane (1) Requires Two Hands A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon. Armour Bane (X) Armour Bane (X) Requires Two Hands"},"404":{"id":"chaos-dwarfs/weapon/goring-horns","path":"chaos-dwarfs/weapon/goring-horns","title":"Goring Horns","pathText":"chaos dwarfs weapon goring horns","type":"rule","body":"Goring Horns Flaming Attacks Strike First Notes: In combat, this model may make one of its attacks each turn with this weapon. Flaming Attacks Strike First"},"405":{"id":"chaos-dwarfs/weapon/goring-horns-draft-1.5.2.2","path":"chaos-dwarfs/weapon/goring-horns-draft-1.5.2.2","title":"Goring horns","pathText":"chaos dwarfs weapon goring horns draft 1.5.2.2","type":"rule","body":"Goring horns Flaming Attacks Strike First Flaming Attacks Strike First"},"406":{"id":"chaos-dwarfs/weapon/hailshot-blunderbuss","path":"chaos-dwarfs/weapon/hailshot-blunderbuss","title":"Hailshot Blunderbuss","pathText":"chaos dwarfs weapon hailshot blunderbuss","type":"rule","body":"A Hailshot blunderbuss is a broad-barrelled weapon that fires a concentrated but short-ranged burst of shot. When fired in massed ranks, these weapons produce a deadly storm, capable of obliterating enemy formations. Hailshot Blunderbuss Multiple Shots (D3) Volley Fire Notes: A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 20 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound. Multiple Shots (X) Volley Fire Multiple Shots (X) Stand & Shoot"},"407":{"id":"chaos-dwarfs/weapon/hailshot-blunderbuss-draft-1.5.2.2","path":"chaos-dwarfs/weapon/hailshot-blunderbuss-draft-1.5.2.2","title":"Hailshot Blunderbuss","pathText":"chaos dwarfs weapon hailshot blunderbuss draft 1.5.2.2","type":"rule","body":"Hailshot Blunderbuss Multiple Shots (D3) Volley Fire A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 10 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound. Multiple Shots (X) Volley Fire"},"408":{"id":"chaos-dwarfs/weapon/infernal-incendiaries","path":"chaos-dwarfs/weapon/infernal-incendiaries","title":"Infernal Incendiaries","pathText":"chaos dwarfs weapon infernal incendiaries","type":"rule","body":"Infernal Incendiaries Bombardment Cumbersome Flaming Attacks Move or Shoot Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Bombardment Cumbersome Flaming Attacks Move or Shoot Stone Throwers Bombardment Black Powder Misfire Table Panic Tests"},"409":{"id":"chaos-dwarfs/weapon/infernal-incendiaries-draft-1.5.2.2","path":"chaos-dwarfs/weapon/infernal-incendiaries-draft-1.5.2.2","title":"Infernal Incendiaries","pathText":"chaos dwarfs weapon infernal incendiaries draft 1.5.2.2","type":"rule","body":"Infernal Incendiaries Armour Bane (1) Bombardment Cumbersome Flaming Attacks Move or Shoot This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5\" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Armour Bane (X) Bombardment Cumbersome Flaming Attacks Move or Shoot"},"410":{"id":"chaos-dwarfs/weapon/mace-tail","path":"chaos-dwarfs/weapon/mace-tail","title":"Mace Tail","pathText":"chaos dwarfs weapon mace tail","type":"rule","body":"Mace Tail - Notes: A Lammasu may make one additional attack each turn with this weapon."},"411":{"id":"chaos-dwarfs/weapon/mace-tail-draft-1.5.2.2","path":"chaos-dwarfs/weapon/mace-tail-draft-1.5.2.2","title":"Mace Tail","pathText":"chaos dwarfs weapon mace tail draft 1.5.2.2","type":"rule","body":"A Lammasu may make one additional attack each turn with this weapon."},"412":{"id":"chaos-dwarfs/weapon/naphtha-bombs-draft-1.5.2.2","path":"chaos-dwarfs/weapon/naphtha-bombs-draft-1.5.2.2","title":"Naphtha Bombs","pathText":"chaos dwarfs weapon naphtha bombs draft 1.5.2.2","type":"rule","body":"Naphtha Bomb Armour Bane (1) Flaming Attacks Move and Shoot Quick Shot If the roll To Hit is successful, a naphtha bomb causes D3+1 hits to the target enemy unit, rather than the usual one. Armour Bane (X) Flaming Attacks Move & Shoot Quick Shot"},"413":{"id":"chaos-dwarfs/weapon/naptha-bombs","path":"chaos-dwarfs/weapon/naptha-bombs","title":"Naptha Bombs","pathText":"chaos dwarfs weapon naptha bombs","type":"rule","body":"Containing sorcerous concoctions of sulphurous chemicals and the distilled essence of sundered fire-Daemons, Naptha bombs are unstable explosive flasks which shatter when thrown, unleashing a mass of seething flame. Naptha Bombs Flaming Attacks Ponderous Quick Shot Notes: If the roll To Hit is successful, a naptha bomb causes D3+1 hits to the target enemy unit, rather than the usual one. Flaming Attacks Ponderous Quick Shot"},"414":{"id":"chaos-dwarfs/weapon/sorcerous-exhalation","path":"chaos-dwarfs/weapon/sorcerous-exhalation","title":"Sorcerous Exhalation","pathText":"chaos dwarfs weapon sorcerous exhalation","type":"rule","body":"Sorcerous Exhalation Breath Weapon Magical Attacks Breath Weapon Magical Attacks"},"415":{"id":"chaos-dwarfs/weapon/sorcerous-exhalation-draft-1.5.2.2","path":"chaos-dwarfs/weapon/sorcerous-exhalation-draft-1.5.2.2","title":"Sorcerous Exhalation","pathText":"chaos dwarfs weapon sorcerous exhalation draft 1.5.2.2","type":"rule","body":"Sorcerous Exhalation Breath Weapon Magical Attacks Breath Weapon Magical Attacks"},"416":{"id":"chaos-dwarfs/weapon/steam-cannonade","path":"chaos-dwarfs/weapon/steam-cannonade","title":"Steam Cannonade","pathText":"chaos dwarfs weapon steam cannonade","type":"rule","body":"Powered by the channelled pressure of the Iron Daemon's furnace, a steam cannonade is a twin barrelled organ gun used to blast a lethal storm of red-hot shrapnel and curse-laden shot into the ranks of the enemy. Steam Cannonade Armour Bane (1) Cannonade Cumbersome Notes: When shooting with a steam cannonade, follow the normal Shooting phase sequence. This weapon does not have a 360° line of sight, it can only shoot into the Iron Daemon's front arc. Armour Bane (X) Cannonade Cumbersome The Shooting Phase"},"417":{"id":"chaos-dwarfs/weapon/steam-cannonade-draft-1.5.2.2","path":"chaos-dwarfs/weapon/steam-cannonade-draft-1.5.2.2","title":"Steam Cannonade","pathText":"chaos dwarfs weapon steam cannonade draft 1.5.2.2","type":"rule","body":"Steam Cannonade Armour Bane (1) Cannonade Cumbersome When shooting with a steam cannonade, follow the normal Shooting phase sequence. This weapon does not have a 360° line of sight, it can only shoot into the Iron Daemon’s front arc. Armour Bane (X) Cannonade Cumbersome"},"418":{"id":"chaos-dwarfs/weapon/trampling-hooves","path":"chaos-dwarfs/weapon/trampling-hooves","title":"Trampling Hooves","pathText":"chaos dwarfs weapon trampling hooves","type":"rule","body":"Trampling Hooves Flaming Attacks Flaming Attacks"},"419":{"id":"chaos-dwarfs/weapon/trampling-hooves-draft-1.5.2.2","path":"chaos-dwarfs/weapon/trampling-hooves-draft-1.5.2.2","title":"Trampling hooves","pathText":"chaos dwarfs weapon trampling hooves draft 1.5.2.2","type":"rule","body":"Trampling hooves Flaming Attacks Flaming Attacks"},"420":{"id":"characters/prose","path":"characters/prose","title":"Characters","pathText":"characters prose","type":"rule","body":"The Warhammer world would not be what it is without the presence of great lords, valiant heroes and mighty Wizards. Such powerful individuals add a new dimension to your games of Warhammer: the Old World, either as inspiring leaders or skilled warriors able to trounce hordes of lesser fighters. Such potent personages are called 'characters'. Characters are generally known by different names appropriate to their nation or race. Orc characters, for example, are known by suitably 'Orcy' names, such as Boss and Warboss, whilst the leaders of the Empire are Captains, Warrior Priests and Engineers. The types of character available to an army will vary to reflect the personality of that army. Most races of the Warhammer world can call upon the services of powerful fighters and wise Wizards in equal measure, some have unique types of specialist character, and a few have jack-of-all-trades characters that are adept in many different aspects of war."},"421":{"id":"characters/prose/accepting-a-challenge","path":"characters/prose/accepting-a-challenge","title":"Accepting a Challenge","pathText":"characters prose accepting a challenge","type":"rule","body":"Once a challenge has been issued, the opposing player can nominate an eligible character or champion to accept it. To be eligible, the model must be within, or adjacent to, the fighting rank. If a player does not have an eligible model, a challenge cannot be accepted. Note that if there are no characters or champions in the enemy unit, any challenge issued goes unanswered."},"422":{"id":"characters/prose/challenges","path":"characters/prose/challenges","title":"Challenges","pathText":"characters prose challenges","type":"rule","body":"Challenges between mighty characters and brave unit champions are a dramatic feature of Warhammer: the Old World, representing the final showdown between opposing warlords or hated rivals. It's not unusual for the result of a battle to hinge on who wins a challenge!"},"423":{"id":"characters/prose/challenges-and-mounts","path":"characters/prose/challenges-and-mounts","title":"Challenges & Mounts","pathText":"characters prose challenges and mounts","type":"rule","body":"If either participant in a challenge is mounted, their mount (including the crew of a chariot) must direct its attacks against the other participant. Note that, if either participant is slain before their rival or a mount can make an attack, those attacks are lost."},"424":{"id":"characters/prose/character-models","path":"characters/prose/character-models","title":"Character Models","pathText":"characters prose character models","type":"rule","body":"Character models are a special type of unit that can either operate on their own, or that can join another unit belonging to their army. They usually have superior characteristic values compared to ordinary members of their race, often have a number of special rules (sometimes unique) and invariably have more options in terms of equipment, including access to highly prized magic items. All character models will have the word 'Character' in brackets after their troop type. This indicates that a model is a character and, as such, follows the rules given here."},"425":{"id":"characters/prose/characters-and-cavalry-mounts","path":"characters/prose/characters-and-cavalry-mounts","title":"Characters & Cavalry Mounts","pathText":"characters prose characters and cavalry mounts","type":"rule","body":"If a character has a cavalry mount (be it light, heavy or monstrous), the model is treated as being of the mount's sub-category of troop type. Not unlike any other mounted model, a mounted character will have a split profile, with the following addition: When moving, this model uses the Movement characteristic of the mount. Improved Characteristics Some cavalry mounts are big and tough enough that being mounted upon one will increase the character's Toughness and/or Wounds characteristics. In such cases, this will be noted within the mount's profile. Light Cavalry Heavy Cavalry Monstrous Cavalry Split Profiles (Model Profiles)"},"426":{"id":"characters/prose/characters-and-chariot-mounts","path":"characters/prose/characters-and-chariot-mounts","title":"Characters & Chariot Mounts","pathText":"characters prose characters and chariot mounts","type":"rule","body":"If a character is mounted upon a chariot (be it light or heavy), the whole model is treated as being of the chariot's sub-category of troop type. Light Chariots Heavy Chariots Troop Types in Detail"},"427":{"id":"characters/prose/characters-and-formations","path":"characters/prose/characters-and-formations","title":"Characters & Formations","pathText":"characters prose characters and formations","type":"rule","body":"Character models rarely have any formation special rules. Instead: A character that has joined a unit adopts the formation of that unit. A Lone character is always considered to be in a Skirmish formation. A character mounted on a ridden monster or chariot adopts the formation of their mount. Lone Characters Skirmish Formation"},"428":{"id":"characters/prose/characters-and-ridden-monsters","path":"characters/prose/characters-and-ridden-monsters","title":"Characters & Ridden Monsters","pathText":"characters prose characters and ridden monsters","type":"rule","body":"If a character is mounted upon a ridden monster (be it a monstrous creature or a behemoth), the whole model is treated as being of the mount's sub-category of troop type. Monstrous Creatures Behemoths"},"429":{"id":"characters/prose/characters-and-shooting","path":"characters/prose/characters-and-shooting","title":"Characters & Shooting","pathText":"characters prose characters and shooting","type":"rule","body":"If a character equipped with a missile weapon has joined a unit equipped with missile weapons, both must shoot at the same target, using their own characteristics. Note that this only applies to missile weapons, not to Magic Missile or Magical Vortex spells."},"430":{"id":"characters/prose/characters-and-troop-type","path":"characters/prose/characters-and-troop-type","title":"Characters & Troop Type","pathText":"characters prose characters and troop type","type":"rule","body":"Just like any other model, character models have a troop type. In most cases, this will be a sub-category of infantry, although some characters, such as Greater Daemons of Chaos, are so large that their troop type will be a sub-category of monster. In addition, the majority of characters can be mounted in some way and, if they are, their troop type will change accordingly. Troop Types in Detail Infantry Monsters"},"431":{"id":"characters/prose/characters-and-units","path":"characters/prose/characters-and-units","title":"Characters & Units","pathText":"characters prose characters and units","type":"rule","body":"Unless somehow prevented (by a special rule or by their troop type, for example), most characters can join a friendly unit. A character can join a friendly unit: During deployment, by being placed with the unit. During the Remaining Moves sub-phase, by moving into base contact with a unit that is not engaged in combat or fleeing. A unit cannot move after being joined by a character during the Remaining Moves sub-phase. However, the unit only counts as having moved if it did so before the character moved to join it. Note that a unit can be joined by more than one character, but two characters cannot join one another to form an ad hoc unit."},"432":{"id":"characters/prose/characters-in-combat","path":"characters/prose/characters-in-combat","title":"Characters in Combat","pathText":"characters prose characters in combat","type":"rule","body":"Characters can always be found where the fighting is thickest. In combat, a character that has joined a unit: May, if they are not within the fighting rank when their combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, and starting with characters belonging to the inactive player, move through the ranks to join the fighting rank. May, if they are within the fighting rank, make a number of attacks determined by their Attacks characteristic and their proximity to the enemy. Can direct their attacks against, or divide them between, any enemy models they are in base contact with. Can only be hit by enemy attacks (including Impact Hits or Stomp Attacks) that are directed against them, made by enemy models that are in base contact with them. Can only have Impact Hits or Stomp Attacks directed against them if there are fewer than five rank and file models in the unit. Note that characters adjacent to a fighting rank are considered to be within it. Impact Hits (X) Stomp Attacks (X)"},"433":{"id":"characters/prose/combat-result-bonus-the-battle-standard","path":"characters/prose/combat-result-bonus-the-battle-standard","title":"Combat Result Bonus (The Battle Standard)","pathText":"characters prose combat result bonus the battle standard","type":"rule","body":"A Battle Standard grants a bonus of +1 combat result point. Unlike other standards, a Battle Standard grants this bonus even if another standard is present. If, by some unusual circumstance, there are two Battle Standards on the same side in the combat, you can only count the bonus for one."},"434":{"id":"characters/prose/command-range","path":"characters/prose/command-range","title":"Command Range","pathText":"characters prose command range","type":"rule","body":"All characters have a 'Command range'. This is used most often in conjunction with any special rules the character may have. A character's Command range is equal to their Leadership characteristic in inches. For example, a character with a Leadership characteristic of 7 would have a Command range of 7\"."},"435":{"id":"characters/prose/enemy-shooting-characters","path":"characters/prose/enemy-shooting-characters","title":"Enemy Shooting (Characters)","pathText":"characters prose enemy shooting characters","type":"rule","body":"A character that has joined a unit of models of the same troop type as them (i.e., infantry or cavalry), cannot be targeted by enemy shooting unless: They are targeted by an attack that allows a specific model within a unit to be targeted. They find themselves lying underneath a template. There are fewer than five rank and file models in the unit. If there are fewer than five rank and file models of the same troop type as the character in the unit, the controlling player must first allocate hits to the unit until one hit has been allocated to each model it contains. Any remaining hits are divided as equally as possible between the character(s) and the unit. Infantry Cavalry"},"436":{"id":"characters/prose/evade","path":"characters/prose/evade","title":"Evade","pathText":"characters prose evade","type":"rule","body":"Lone characters are able to move quickly out of harm's way. Unless they are fleeing or engaged in combat, a Lone character that would be contacted by an enemy unit that is making a pursuit move may attempt to 'evade'. Before moving the enemy unit, make an Initiative test for the character. If this test is passed, the character may move a number of inches up to their Movement characteristic, away from any enemy units (i.e., the character cannot end this movement closer to any enemy unit than they were before moving). Once this move is complete, the enemy unit completes its pursuit move."},"437":{"id":"characters/prose/excess-wounds","path":"characters/prose/excess-wounds","title":"Excess Wounds","pathText":"characters prose excess wounds","type":"rule","body":"Excess wounds inflicted upon a unit do not 'spill over' onto any characters that have joined it, and vice versa."},"438":{"id":"characters/prose/fighting-a-challenge","path":"characters/prose/fighting-a-challenge","title":"Fighting A Challenge","pathText":"characters prose fighting a challenge","type":"rule","body":"Once a challenge has been accepted, the two combatants will direct all of their attacks against one another, in Initiative order. Whilst the challenge is ongoing, other models engaged in the same combat cannot direct their attacks against either of the duelling models. If possible, the models engaged in the challenge should both be moved through the ranks and placed in base contact with one another, the better to reflect their heroic duel. However, sometimes this is just not practical, so it is perfectly acceptable to leave them in place."},"439":{"id":"characters/prose/fleeing-units-characters","path":"characters/prose/fleeing-units-characters","title":"Fleeing Units (Characters)","pathText":"characters prose fleeing units characters","type":"rule","body":"Should a unit joined by a character flee, the character must flee with it (regardless of any special rules the character may have that would normally prevent it from fleeing). If the unit is run down by an enemy whilst fleeing, the character is slain as well."},"440":{"id":"characters/prose/general-and-battle-standard","path":"characters/prose/general-and-battle-standard","title":"General & Battle Standard","pathText":"characters prose general and battle standard","type":"rule","body":"The most important characters in any army are the General and Battle Standard Bearer. Such bold and inspirational leaders are natural commanders, able to hold together their forces even in the worst of situations. To represent their importance, your General and Battle Standard Bearer each have a Command range of 12\", regardless of their Leadership characteristic. If your General or Battle Standard Bearer has the Large Target special rule or is mounted on a model with this special rule, their Command range is increased further; from 12\" to 18\". Large Target Command Range"},"441":{"id":"characters/prose/hold-your-ground","path":"characters/prose/hold-your-ground","title":"\"Hold Your Ground\"","pathText":"characters prose hold your ground","type":"rule","body":"To represent the Battle Standard's steadying presence, unless your Battle Standard Bearer is fleeing, friendly units within the Battle Standard Bearer's Command range may re-roll any failed Panic or Rally test. In addition, friendly units within the Battle Standard Bearer's Command range may re-roll the 2D6 when making a Break test. However, you must accept the result of the second roll, even if it is worse than the first."},"442":{"id":"characters/prose/inspiring-presence","path":"characters/prose/inspiring-presence","title":"Inspiring Presence","pathText":"characters prose inspiring presence","type":"rule","body":"Warriors fight all the better under the stern gaze of their General. Unless your General is fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own (so rally your General first!). Command Range"},"443":{"id":"characters/prose/issuing-a-challenge","path":"characters/prose/issuing-a-challenge","title":"Issuing A Challenge","pathText":"characters prose issuing a challenge","type":"rule","body":"Challenges are issued when a combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase. Only one challenge can be issued per combat. The active player has the opportunity to issue a challenge first. If they choose not to, the inactive player can issue a challenge. To issue a challenge, a player must nominate an eligible character or champion to be the challenger. To be eligible, the model must be within, or adjacent to, the fighting rank. If a player does not have an eligible model, no challenge can be issued."},"444":{"id":"characters/prose/leaving-a-unit","path":"characters/prose/leaving-a-unit","title":"Leaving a Unit","pathText":"characters prose leaving a unit","type":"rule","body":"A character can leave a unit during the Remaining Moves sub-phase by simply moving away from the unit before the unit makes its own move. However, if the unit cannot move in this phase for any reason, the character cannot leave it. Once they have moved away, a character is no longer joined to the unit."},"445":{"id":"characters/prose/lone-characters","path":"characters/prose/lone-characters","title":"Lone Characters","pathText":"characters prose lone characters","type":"rule","body":"Whilst many characters ride to battle aboard a chariot or atop a monster, many more bold leaders and dangerous fighters prefer to move around the battlefield as individuals, fighting a solitary battle against the foe: Any character whose troop type is infantry or cavalry and that has not joined a unit is considered to be a 'Lone character'. During the course of a game, a Lone character may join a friendly unit, bringing their might and leadership to the unit to strengthen its ranks. Upon joining a unit, a character ceases to be a Lone character. A Lone character benefits from the following rules: Evade Targeting Lone Characters Infantry Cavalry Characters & Units Evade Targeting Lone Characters"},"446":{"id":"characters/prose/look-out-sir-characters","path":"characters/prose/look-out-sir-characters","title":"\"Look Out, Sir!\" (Characters)","pathText":"characters prose look out sir characters","type":"rule","body":"If a character is hit by a shooting attack, and if there are five or more rank and file models of the same troop type as the character in the unit, the character can make a \"Look Out, Sir!\" roll. To make a \"Look Out, Sir!\" roll, roll a D6. On a roll of 1, the character is hit. On a roll of 2+, a member of the unit is hit in the character's place – resolve the hit against the unit. Troop Type Table"},"447":{"id":"characters/prose/measurement-characters","path":"characters/prose/measurement-characters","title":"Measurement (Characters)","pathText":"characters prose measurement characters","type":"rule","body":"Distances to or from a unit that has been joined by a character are measured from the unit as a whole, taking into account any character models positioned adjacent to the unit. When required to measure to or from the character (for example, when measuring the character's Command range), measure from the model itself as normal."},"448":{"id":"characters/prose/mounted-characters","path":"characters/prose/mounted-characters","title":"Mounted Characters","pathText":"characters prose mounted characters","type":"rule","body":"Many characters ride into battle atop a mount of some kind. In most cases, this will be something quite straightforward like a warhorse, giant wolf or boar. In other cases, the character will have the option to ride atop a monster or a chariot, chosen from elsewhere within their army list."},"449":{"id":"characters/prose/movement-characters","path":"characters/prose/movement-characters","title":"Movement (Characters)","pathText":"characters prose movement characters","type":"rule","body":"A unit that has been joined by a character moves as normal, the character model moving as part of the unit. A character model that is positioned adjacent to the unit must remain adjacent to, and in base contact with, the front rank of the unit at the end of its movement. A unit that has been joined by a character always uses the Movement characteristic of the slowest model. If either is subject to any movement restrictions, these apply to both. For example, if a unit with M8 is joined by a character with M4, the unit can only move 4\"."},"450":{"id":"characters/prose/moving-through-the-ranks","path":"characters/prose/moving-through-the-ranks","title":"Moving Through the Ranks","pathText":"characters prose moving through the ranks","type":"rule","body":"A character whose unit is engaged in combat may sometimes be required to 'move through the ranks'. To do so, simply move the character model (displacing other models as required) so that it occupies the desired space, within or adjacent to the appropriate rank, as shown in Fig 208.1 and 208.2. A character that moves through the ranks to occupy a space anywhere other than within the front rank of their unit must return to their previous position immediately once their unit is no longer engaged in combat."},"451":{"id":"characters/prose/nowhere-to-run","path":"characters/prose/nowhere-to-run","title":"Nowhere to Run","pathText":"characters prose nowhere to run","type":"rule","body":"Sometimes, a challenge is simply impossible to refuse. A character or champion cannot refuse a challenge if: They are not part of a unit, or they are the last remaining model in a unit. They are part of a unit which is engaged in all four of its arcs (i.e., a unit that is completely surrounded). In such cases, the character or champion has nowhere to run and nowhere to hide, and must meet their enemy's challenge."},"452":{"id":"characters/prose/overkill-characters","path":"characters/prose/overkill-characters","title":"Overkill (Characters)","pathText":"characters prose overkill characters","type":"rule","body":"Seeing a mighty hero hacked to pieces by a despicable foe will certainly have an effect upon a unit's fighting spirit. If a character fighting in a challenge kills their opponent and causes more unsaved wounds than their opponent has Wounds remaining, then for each excess wound you may claim a bonus of +1 combat result point, up to a maximum of +5. Note that this is an exception to the norm. Usually, only the number of Wounds lost is counted for the purposes of the combat result, not the number of unsaved wounds caused."},"453":{"id":"characters/prose/positioning-characters","path":"characters/prose/positioning-characters","title":"Positioning Characters","pathText":"characters prose positioning characters","type":"rule","body":"When a character joins a unit they are placed in its front rank, displacing one or more rank and file models (not including command group models) to the rear rank as required, as shown in Fig 207.1. If the character's base does not fit neatly within the unit's ranks, position the model on the unit's flank, adjacent to, and in base contact with, its front rank. Should a unit turn or reform, any character models within, or adjacent to, its front rank must be repositioned into, or adjacent to, the new front rank once the unit's movement is complete. If there is no room for a character within a unit's front rank, it is placed in the rear rank."},"454":{"id":"characters/prose/refusing-a-challenge","path":"characters/prose/refusing-a-challenge","title":"Refusing a Challenge","pathText":"characters prose refusing a challenge","type":"rule","body":"A warrior that refuses a challenge will invariably attempt to hide from the foe. Thus is their cowardice revealed to all as they hastily retreat into the rear ranks of their unit. If the opposing player refuses to accept a challenge, the player that issued the challenge may nominate one of the characters or champions that could have accepted it. The nominated model must immediately 'retire' from combat. Upon retiring, the nominated model: Moves through the ranks to take up a position away from the fighting rank. Cannot make any attacks or have attacks directed against them. Confers no benefits to the unit in the form of Leadership, special rules, or anything else. Once a character or champion has been retired from combat in this way, they cannot return to the fighting rank whilst their unit is still engaged with the enemy model that issued the challenge – they are far too occupied with their cowardice!"},"455":{"id":"characters/prose/selecting-your-general","path":"characters/prose/selecting-your-general","title":"Selecting Your General","pathText":"characters prose selecting your general","type":"rule","body":"The General is the character in your army with the highest Leadership. If more than one character shares the highest Leadership value, you may choose which one is the General when writing your muster list. You must tell your opponent which model is your General before deploying your army. Note that a character with the Loner special rule cannot be your General. Loner"},"456":{"id":"characters/prose/spells-characters","path":"characters/prose/spells-characters","title":"Spells (Characters)","pathText":"characters prose spells characters","type":"rule","body":"When a character joins a unit that is under the effect of a spell that affects the entire unit, the character becomes likewise affected. Similarly, if a character is under the effect of a spell that is able to affect a unit, the unit joined becomes likewise affected."},"457":{"id":"characters/prose/split-profile-chariot-mount","path":"characters/prose/split-profile-chariot-mount","title":"Split Profile (Chariot Mount)","pathText":"characters prose split profile chariot mount","type":"rule","body":"Not unlike any other chariot, a character that is mounted upon a chariot will have a split profile. In game terms, this works as follows: Unless noted otherwise, any special rules that apply to one element (chariot, character, crew or beasts) apply to the others as well. This model uses the Movement characteristic of the beasts that draw the chariot or, if there are no beasts, of the chariot itself. The character, crew and beasts each use their own Weapon Skill, Ballistic Skill, Strength, Initiative and Attacks characteristics, and their own weapons. In combat, all enemy rolls To Hit are made against the character's Weapon Skill. Impact Hits and/or Stomp Attacks use the chariot's Strength. Enemy rolls To Wound are made against either the chariot's or the character's Toughness, whichever is the highest. When this model makes an Armour Save roll, it may use either the chariot's or the character's armour value, whichever is better. If the chariot is reduced to zero Wounds, the model as a whole is removed from play. Improved Characteristics When a character mounts a chariot, they join its crew, bolstering their strength, fighting ability and survivability. To represent this, the Wounds characteristic of the character is added to that of the chariot. For example, if a character with W3 is mounted upon a chariot with W4, the model would have seven Wounds. Split Profiles (Model Profiles)"},"458":{"id":"characters/prose/split-profile-ridden-monster","path":"characters/prose/split-profile-ridden-monster","title":"Split Profile (Ridden Monster)","pathText":"characters prose split profile ridden monster","type":"rule","body":"Not unlike any other mounted model, a character that is mounted upon a Ridden Monster will have a split profile. In game terms, this works as follows: Unless noted otherwise, any special rules that apply to one element (character or mount) apply to the other as well. This model uses the Movement characteristic of the mount. The character and mount each use their own Weapon Skill, Ballistic Skill, Strength, Initiative and Attacks characteristics, and their own weapons. In combat, all enemy rolls To Hit are made against the character's Weapon Skill. Impact Hits and/or Stomp Attacks use the mount's Strength. When this model makes an Armour Save roll, it may use either the mount or the character's armour value, whichever is better. If the character is reduced to zero Wounds, the model as a whole is removed from play. Improved Characteristics Ridden monsters are invariably huge and fearsome beasts, and being mounted upon one will increase the character's Toughness and/or Wounds characteristics. In such cases, this will be noted within the mount's profile. Split Profiles (Model Profiles)"},"459":{"id":"characters/prose/targeting-lone-characters","path":"characters/prose/targeting-lone-characters","title":"Targeting Lone Characters","pathText":"characters prose targeting lone characters","type":"rule","body":"A Lone character might offer a desirable target for enemy shooting or spell casting, but picking out any one individual from the bustle of the enemy battle line is difficult to say the least. Unless the character obliges the enemy by standing out in the open, that is. A Lone character cannot be targeted by enemy shooting or by enemy spells whilst it is within 3\" of a friendly unit (that is not itself fleeing) that contains five or more models of the same troop type as the character (i.e., infantry or cavalry), unless the Lone character is the closest target. Lone Characters Infantry Cavalry"},"460":{"id":"characters/prose/the-battle-standard","path":"characters/prose/the-battle-standard","title":"The Battle Standard","pathText":"characters prose the battle standard","type":"rule","body":"Armies often include a Battle Standard Bearer – a trusted warrior who holds aloft the General's personal heraldry. A Battle Standard Bearer is a rallying point for the army, from which friendly soldiers can take heart and draw strength."},"461":{"id":"characters/prose/the-battle-standard-bearer-model","path":"characters/prose/the-battle-standard-bearer-model","title":"The Battle Standard Bearer Model","pathText":"characters prose the battle standard bearer model","type":"rule","body":"A Battle Standard Bearer is a heroic model carrying a particularly impressive banner, and it will be presented as an option in your chosen army list. The Battle Standard is carried by a character model and, unless specified otherwise, the model that carries the Battle Standard cannot be the General. Unlike normal standards, the Battle Standard is lost if the bearer is slain – other models cannot pick it up, even if they are in the same unit."},"462":{"id":"characters/prose/the-general-characters","path":"characters/prose/the-general-characters","title":"The General (Characters)","pathText":"characters prose the general characters","type":"rule","body":"Every army is led by a General, a heroic character to whom command of the army has been entrusted. The General model is a miniature representation of you as the controlling player – they are your physical avatar upon the battlefield and the heart of your army."},"463":{"id":"characters/prose/to-the-death","path":"characters/prose/to-the-death","title":"To The Death!","pathText":"characters prose to the death","type":"rule","body":"If both participants in a challenge survive the round of combat, and if the combat continues into the next player's turn, the challenge will also continue. Further challenges cannot be issued in that combat until the existing challenge has been resolved."},"464":{"id":"characters/prose/too-many-characters","path":"characters/prose/too-many-characters","title":"Too Many Characters","pathText":"characters prose too many characters","type":"rule","body":"Unless a unit contains only a single rank, its fighting rank cannot contain more characters than it does rank and file models. If it does, one or more must 'retire' from combat. Upon retiring, a character: Moves through the ranks to take up a position away from the fighting rank. Cannot make any attacks or have attacks directed against them. Confers no benefits to the unit in the form of Leadership, special rules, or anything else."},"465":{"id":"characters/prose/unit-facing-and-line-of-sight-characters","path":"characters/prose/unit-facing-and-line-of-sight-characters","title":"Unit Facing & Line of Sight (Characters)","pathText":"characters prose unit facing and line of sight characters","type":"rule","body":"Both line of sight to or from a unit that has been joined by a character, and its vision arcs, are determined from the unit as a whole, taking into account any character models positioned adjacent to the unit. When required to determine line of sight for the character (for example, when casting a spell), do so from the character model itself as normal. In such cases, the unit does not block the character's line of sight. If required to determine line of sight to the character, do so to the character model itself. In such cases, the unit may block line of sight to the character."},"466":{"id":"characters/prose/unit-strength-characters","path":"characters/prose/unit-strength-characters","title":"Unit Strength (Characters)","pathText":"characters prose unit strength characters","type":"rule","body":"Upon joining a unit, and for as long as they remain part of it, a character adds their Unit Strength to that of the unit."},"467":{"id":"command-groups/prose","path":"command-groups/prose","title":"Command Groups","pathText":"command groups prose","type":"rule","body":"Not all models within a unit are created equal. It is quite normal for warriors to march into battle under the leadership of a seasoned officer or brave champion, with banners flying proud in the mist-strewn air, the pounding of drums and bellow of horns driving the warriors onward. A unit's champion, standard bearer and musician are collectively referred to as the unit's 'command group'. Most units can include a command group of some kind, as detailed in the relevant army list. Most can include what is referred to as 'full command' – a champion, standard bearer and musician – whilst others will only be able to include perhaps one or two of these options. Command group models are always purchased as upgrades to normal rank and file models in a unit, as described in the relevant army list. Note that, for the purposes of any rule that refers to 'rank and file models', models belonging to a command group are considered to be rank and file models unless stated otherwise."},"468":{"id":"command-groups/prose/champions","path":"command-groups/prose/champions","title":"Champions","pathText":"command groups prose champions","type":"rule","body":"Most units can include just one champion, but some can include more. Champions are extremely skilled or tough, and comrades look to them for leadership and take pride in their prowess."},"469":{"id":"command-groups/prose/champions-and-challenges","path":"command-groups/prose/champions-and-challenges","title":"Champions & Challenges","pathText":"command groups prose champions and challenges","type":"rule","body":"Champions can issue and accept challenges in the same manner as a character. Challenges"},"470":{"id":"command-groups/prose/champions-and-shooting","path":"command-groups/prose/champions-and-shooting","title":"Champions & Shooting","pathText":"command groups prose champions and shooting","type":"rule","body":"When a unit shoots, its champion must shoot at the same target, using their own characteristics."},"471":{"id":"command-groups/prose/champions-as-casualties","path":"command-groups/prose/champions-as-casualties","title":"Champions as Casualties","pathText":"command groups prose champions as casualties","type":"rule","body":"Unlike other members of their unit, a champion can only be removed as a casualty under specific circumstances. If a champion is removed as a casualty, the model is removed and replaced with an ordinary rank and file model."},"472":{"id":"command-groups/prose/champions-in-combat","path":"command-groups/prose/champions-in-combat","title":"Champions in Combat","pathText":"command groups prose champions in combat","type":"rule","body":"In combat, a champion that is within the fighting rank fights as normal. Enemy models that are in base contact with a champion can direct attacks against that champion if they wish."},"473":{"id":"command-groups/prose/characteristics-and-equipment-musicians","path":"command-groups/prose/characteristics-and-equipment-musicians","title":"Characteristics & Equipment (Musicians)","pathText":"command groups prose characteristics and equipment musicians","type":"rule","body":"A musician always has the same characteristics as the other models in their unit. Similarly, they are always considered to be equipped in the same way as the other models in their unit. In reality, a model that represents a musician will likely be equipped differently, often carrying their instrument in place of weapons. Any such deficiency in terms of equipment is compensated for by the efforts of those around them to protect the musician, and by the damage that a heavy, brassbound horn or drum can inflict upon the foe when swung in anger."},"474":{"id":"command-groups/prose/characteristics-and-equipment-standard-bearers","path":"command-groups/prose/characteristics-and-equipment-standard-bearers","title":"Characteristics & Equipment (Standard Bearers)","pathText":"command groups prose characteristics and equipment standard bearers","type":"rule","body":"A standard bearer always has the same characteristics as the other models in their unit. Similarly, they are always considered to be equipped in the same way as the other models in their unit. In reality, a model that represents a standard bearer will likely be equipped differently, often not carrying a shield, or replacing a weapon with the standard, for example. Any such deficiency in terms of equipment is compensated for by the efforts of those around them to protect their standard."},"475":{"id":"command-groups/prose/characteristics-champions","path":"command-groups/prose/characteristics-champions","title":"Characteristics (Champions)","pathText":"command groups prose characteristics champions","type":"rule","body":"A unit's champion usually has slightly better characteristics than their fellows. These will be shown in the model's profile."},"476":{"id":"command-groups/prose/combat-champions","path":"command-groups/prose/combat-champions","title":"Combat (Champions)","pathText":"command groups prose combat champions","type":"rule","body":"A champion is not counted amongst casualties caused by enemy attacks in combat unless: They are the last remaining model in the unit. The attacks were directed against the champion by enemy models in base contact. Note that any excess wounds inflicted upon a champion do not 'spill over' onto their unit."},"477":{"id":"command-groups/prose/combat-result-bonus-standard-bearers","path":"command-groups/prose/combat-result-bonus-standard-bearers","title":"Combat Result Bonus (Standard Bearers)","pathText":"command groups prose combat result bonus standard bearers","type":"rule","body":"As described in the Combat section, a unit with a standard will be inspired to fight all the harder. This determination to vanquish the foe is represented by a combat result bonus. If a unit includes a standard bearer, it may claim a bonus of +1 combat result point."},"478":{"id":"command-groups/prose/equipment-champions","path":"command-groups/prose/equipment-champions","title":"Equipment (Champions)","pathText":"command groups prose equipment champions","type":"rule","body":"Usually, champions count as having the same equipment as the other members of their unit, regardless of the equipment shown on the model. However, some champions do have the option to take equipment that is not available to other members of their unit. Where this is the case, it will be clearly stated."},"479":{"id":"command-groups/prose/look-out-sir-champions","path":"command-groups/prose/look-out-sir-champions","title":"\"Look Out, Sir!\" (Champions)","pathText":"command groups prose look out sir champions","type":"rule","body":"If a champion is hit by a shooting attack, and if there are five or more rank and file models in the unit, the champion can make a \"Look Out, Sir!\" roll. To make a \"Look Out, Sir!\" roll, roll a D6. On a roll of 1, the champion is hit. On a roll of 2+, another member of the unit is hit in the champion's place."},"480":{"id":"command-groups/prose/make-way","path":"command-groups/prose/make-way","title":"\"Make Way!\"","pathText":"command groups prose make way","type":"rule","body":"If the unit turns or reforms, the command group automatically pushes its way back to the front. Accordingly, when a unit has completed its movement, the models that make up its command group must be repositioned into the new front rank."},"481":{"id":"command-groups/prose/musicians","path":"command-groups/prose/musicians","title":"Musicians","pathText":"command groups prose musicians","type":"rule","body":"When an army marches, it does so to the inspirational beat of drums and blare of horns (or the doot of a spectral flute). For trained troops, a prearranged sequence of notes can carry as much information as a bellowed order, and can do so more clearly and with greater speed amidst the tumult of battle."},"482":{"id":"command-groups/prose/musicians-as-casualties","path":"command-groups/prose/musicians-as-casualties","title":"Musicians as Casualties","pathText":"command groups prose musicians as casualties","type":"rule","body":"If a musician model is slain, another rank and file model belonging to the same unit, but that is not a command group model, will retrieve the fallen instrument and take their place. Therefore, a unit cannot lose its musician unless it, the standard bearer and the champion are the only remaining models in the unit. This applies even if the musician is targeted by an attack that allows a specific model within a unit to be targeted, or finds themselves lying underneath a template. If the only other remaining models in a unit are the champion and standard bearer, the musician must be removed as a casualty before either."},"483":{"id":"command-groups/prose/not-enough-room","path":"command-groups/prose/not-enough-room","title":"Not Enough Room","pathText":"command groups prose not enough room","type":"rule","body":"Sometimes there is not enough room in the front rank for the command group to fit. Should this occur, as many command group models as possible must be placed in the front rank and any remaining models are placed in the rank behind."},"484":{"id":"command-groups/prose/onwards-to-victory","path":"command-groups/prose/onwards-to-victory","title":"\"Onwards to Victory!\"","pathText":"command groups prose onwards to victory","type":"rule","body":"If, once the combat result has been calculated, both sides have the exact same number of points each, the side that has a musician in the front rank of one or more of its units may claim a bonus of +1 combat result point. If, however, the opposing side has a musician also, the redoubled efforts (and almighty clamour) cancel each other out and neither side may claim this bonus."},"485":{"id":"command-groups/prose/position-within-the-unit","path":"command-groups/prose/position-within-the-unit","title":"Position Within the Unit","pathText":"command groups prose position within the unit","type":"rule","body":"Except in rare cases, a command group will be found in the forefront of the fighting, leading by example. Unless noted otherwise, the models that make up a unit's command group must be placed in the front rank of the unit, as close to the centre of the rank as possible. If the command group includes a standard bearer, this model should take precedence in the centre of the rank (or as close to the centre as is possible), with other members of the command group placed to either side."},"486":{"id":"command-groups/prose/quick-time","path":"command-groups/prose/quick-time","title":"Quick Time","pathText":"command groups prose quick time","type":"rule","body":"Should a unit that contains a musician wish to march whilst within 8\" of an enemy unit, it may apply a +1 modifier to its Leadership characteristic, up to a maximum of Leadership 10, when making its Leadership test."},"487":{"id":"command-groups/prose/shooting-champions","path":"command-groups/prose/shooting-champions","title":"Shooting (Champions)","pathText":"command groups prose shooting champions","type":"rule","body":"A champion is not counted amongst casualties caused by enemy shooting unless: They are the last remaining model in the unit. They are targeted by an attack that allows a specific model within a unit to be targeted. They find themselves lying underneath a template."},"488":{"id":"command-groups/prose/standard-bearers","path":"command-groups/prose/standard-bearers","title":"Standard Bearers","pathText":"command groups prose standard bearers","type":"rule","body":"A unit often fights beneath a standard or banner of some kind; a glorious token of their allegiance, history and pride. Such a standard is much treasured by the warriors that fight beneath it and they will battle all the harder whilst it still flies."},"489":{"id":"command-groups/prose/standard-bearers-as-casualties","path":"command-groups/prose/standard-bearers-as-casualties","title":"Standard Bearers As Casualties","pathText":"command groups prose standard bearers as casualties","type":"rule","body":"If a standard bearer model is slain, another rank and file model belonging to the same unit, but that is not a command group model, will step forward to raise the fallen standard. Therefore, a unit cannot lose its standard bearer unless it and the champion (if there is one) are the last two remaining models in the unit. This applies even if the standard bearer is targeted by an attack that allows a specific model within a unit to be targeted, or finds themselves lying underneath a template. If the only other remaining model in a unit is the champion, the standard bearer must be removed as a casualty before the champion."},"490":{"id":"command-groups/prose/steadying-rhythm","path":"command-groups/prose/steadying-rhythm","title":"Steadying Rhythm","pathText":"command groups prose steadying rhythm","type":"rule","body":"If a fleeing unit contains a musician, it may apply a +1 modifier to its Leadership characteristic whenever it attempts to rally, up to a maximum of Leadership 10."},"491":{"id":"command-groups/prose/trophies-of-war-command-groups","path":"command-groups/prose/trophies-of-war-command-groups","title":"Trophies of War (Command Groups)","pathText":"command groups prose trophies of war command groups","type":"rule","body":"The standards of defeated enemies are highly prized as trophies, so an army will collect as many as it can, drawing great satisfaction from their enemy's shame. If a fleeing unit is run down by an enemy unit, or if a unit is destroyed in combat by an enemy unit, its standard is claimed as a trophy. Standards claimed in this way are worth bonus Victory Points at the end of the battle. Once a standard has been lost in this way, it cannot be reclaimed. Note that if a unit is destroyed by any means other than being run down whilst fleeing or being destroyed in combat (by enemy shooting, for example), its banner is not claimed by the enemy as a trophy of war. Victory Points (Warhammer Battles)"},"492":{"id":"command-groups/prose/whats-in-a-title","path":"command-groups/prose/whats-in-a-title","title":"What's in a Title?","pathText":"command groups prose whats in a title","type":"rule","body":"In most army lists, the term 'standard bearer' is used throughout, though the model in question might actually carry an icon, pennant or other such totem. Similarly, a 'musician' might bear a drum, flute, horn, zither, hurdy-gurdy or some other weird and wonderful instrument – they will still be described as a musician. Champions differ somewhat – they will often be given a rank or name specific to their unit or army. Whatever this may be, they follow all the rules for a unit champion given here."},"493":{"id":"common/armylist/allied-contingent-special-rules","path":"common/armylist/allied-contingent-special-rules","title":"Allied Contingent Special Rules","pathText":"common armylist allied contingent special rules","type":"rule","body":"The following special rules apply to an allied contingent: Units belonging to an allied contingent can only be joined by characters that belong to the same allied contingent. Characters belonging to an allied contingent can only join units that belong to the same allied contingent. Units belonging to an allied contingent cannot use the Inspiring Presence rule of the main army's General nor the Hold your Ground rule of a Battle Standard belonging to the main army. Units belonging to the main army cannot use the Inspiring Presence rule of an allied contingent's General nor the Hold your Ground rule of a Battle Standard belonging to an allied contingent. Army special rules that affect units belonging to the main army do not affect units belonging to an allied contingent. Army special rules that affect units belonging to an allied contingent do not affect units belonging to the main army. For all other purposes (Panic tests, spell effects, combat results, etc.), units and characters belonging to an allied contingent are considered to be part of the main army."},"494":{"id":"common/armylist/allied-contingents","path":"common/armylist/allied-contingents","title":"Allied Contingents","pathText":"common armylist allied contingents","type":"rule","body":"Most army composition lists include an 'allies' section, which lists a number of different armies from which an 'allied contingent' can be drawn. These are small armies within an army that represent the forces of an ally fighting alongside the main bulk of your army."},"495":{"id":"common/armylist/army-composition-lists","path":"common/armylist/army-composition-lists","title":"Army Composition Lists","pathText":"common armylist army composition lists","type":"rule","body":"An 'army composition list' tells you what role the various units from your army list fulfil within your army. There are two types of army composition list: Grand Army Army of Infamy"},"496":{"id":"common/armylist/army-lists-warhammer-armies","path":"common/armylist/army-lists-warhammer-armies","title":"Army Lists (Warhammer Armies)","pathText":"common armylist army lists warhammer armies","type":"rule","body":"Each faction in Warhammer: the Old World has an army list. This gives profiles and rules for all of the models that make up that faction. An army list is broken down into six parts, though not all of these will be present in every army list. Some armies, for example, do not include any chariots, whilst others might shun the use of war machines: Characters Infantry Cavalry Chariots Monsters War Machines"},"497":{"id":"common/armylist/army-of-infamy","path":"common/armylist/army-of-infamy","title":"Army of Infamy","pathText":"common armylist army of infamy","type":"rule","body":"These are supplementary and characterful army composition lists. They differ from the Grand Army in a number of ways, often omitting some of the units available to the Grand Army and instead focussing on a particular type of unit or upon those units favoured by an army drawn from a certain region. Army of Infamy composition lists allow you to create more specialised armies at the expense of a degree of tactical flexibility."},"498":{"id":"common/armylist/battle-march-arcane-journal-the-war-of-settras-fury","path":"common/armylist/battle-march-arcane-journal-the-war-of-settras-fury","title":"Battle March (Arcane Journal: The War of Settra's Fury)","pathText":"common armylist battle march arcane journal the war of settras fury","type":"rule","body":"In the forested foothills of the Vaults, the armies of Nehekhara separated into smaller forces. Some were led by Settra's commanders who sought out the many mountain forts and Dwarfen holds that lay between them and Bretonnia's southern borders, whilst others, led by the priests of the Mortuary Cult, searched for ancient tombs that had lain forgotten amongst the peaks since ancient Nehekhara had ruled the region thousands of years before. The following sections are the original Battle March rules listed in Arcane Journal: The War of Settra's Fury. For the updated rules from Battle March: General's Companion, go here. Battle March"},"499":{"id":"common/armylist/battle-march-deployment-maps-arcane-journal-the-war-of-settras-fury","path":"common/armylist/battle-march-deployment-maps-arcane-journal-the-war-of-settras-fury","title":"Battle March Deployment Maps (Arcane Journal: The War of Settra's Fury)","pathText":"common armylist battle march deployment maps arcane journal the war of settras fury","type":"rule","body":"Once the battlefield has been set up with terrain and the objectives the armies will battle over have been placed, it is time to determine which deployment map will be used. To do this, one of the players rolls on the table below: Battle March Deployment D6 Deployment Map 1-2 Pitched Battle 3-4 Close Encounter 5-6 Opposed Flanks Deployment Once one player has chosen which deployment map will be used and terrain has been placed, their opponent chooses their deployment zone. Then, the winner of a roll-off deploys the first unit. Finally, the players deploy their armies using the alternating units method. Alternate Deployments: Should the players wish, both the Close Encounter and Opposed Flanks deployment maps can easily be reversed, shifting the players' deployment from the right hand side of the battlefield to the left. Depending upon the placement of terrain, this simple change can have quite a dramatic impact upon the game and is therefore something players are encouraged to consider. Pitched Battle Close Encounter Opposed Flanks First Turn Once deployment is complete, the winner of a roll-off chooses who takes the first turn. Game Length All games of Battle March last for five rounds. Alternating Units"},"500":{"id":"common/armylist/creating-a-detachment","path":"common/armylist/creating-a-detachment","title":"Creating a Detachment","pathText":"common armylist creating a detachment","type":"rule","body":"To create a detachment, simply choose a unit with the 'Detachment' special rule and create a unit as follows: A detachment can range in size from a minimum of five models to a maximum of half the number of models in the regimental unit it accompanies (rounding down). The models in a detachment can purchase any optional upgrades listed as normal. A detachment cannot include a command group or any command models. A detachment must accompany a regimental unit. This means that every detachment included in your army must be assigned to a regimental unit and a note made of this on your muster list. A detachment cannot be assigned to more than one regimental unit. Detachments are normal units in all regards that benefit from additional rules. With the exception of these special rules, detachments are completely separate and independent from their regimental unit (i.e., spells, magic items and special rules affecting the regimental unit do not affect its detachments unless specifically stated otherwise). Detachment Special Rules"},"501":{"id":"common/armylist/creating-a-regimental-unit","path":"common/armylist/creating-a-regimental-unit","title":"Creating a Regimental Unit","pathText":"common armylist creating a regimental unit","type":"rule","body":"Creating a regimental unit is simple – when writing your muster list, simply create a unit with the 'Regimental Unit' special rule as you normally would and make a note of the detachments that accompany that unit. A regimental unit can be accompanied by up to two detachments."},"502":{"id":"common/armylist/creating-an-allied-contingent","path":"common/armylist/creating-an-allied-contingent","title":"Creating an Allied Contingent","pathText":"common armylist creating an allied contingent","type":"rule","body":"An allied contingent is effectively a miniature army in its own right. Accordingly, an allied contingent must abide by the army composition rules and the percentages given for the army composition list used to create it: Points Limit An allied contingent must fall within the percentage of points allowed for allies given in the army composition list used to create the army as a whole. For example, the most you could spend on an allied contingent within a 2,000 points army would be 500 points (25% of 2,000 points). The Allied General An allied contingent must include at least one character to act as its General. Number of Units An allied contingent must include a minimum of one non-character unit. There is no upper limit to how many units it can include."},"503":{"id":"common/armylist/detachment-special-rules","path":"common/armylist/detachment-special-rules","title":"Detachment Special Rules","pathText":"common armylist detachment special rules","type":"rule","body":"Detachments follow a number of special rules, representing the specialised way in which they function alongside their regimental units: Regimental Deployment Regimental Leadership Regimental Psychology Supporting Actions Regimental Deployment Regimental Leadership Regimental Psychology Supporting Actions"},"504":{"id":"common/armylist/dogs-of-war","path":"common/armylist/dogs-of-war","title":"Dogs of War","pathText":"common armylist dogs of war","type":"rule","body":"This rule is not an officially listed rule in the Warhammer: The Old World rulebook, but serves as a collection of units across various Arcane Journals that have the Dogs of War rule. The following units may be taken as Mercenaries in one or more Grand Army composition lists: Badlands Ogre Bulls Bonegrinder Giant Doomseeker Imperial Dwarf Mercenaries Imperial Ogres Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Doomseeker Imperial Dwarf Mercenaries Imperial Ogres"},"505":{"id":"common/armylist/grand-army","path":"common/armylist/grand-army","title":"Grand Army","pathText":"common armylist grand army","type":"rule","body":"This is the default army composition list for each faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force."},"506":{"id":"common/armylist/mercenaries-warhammer-armies","path":"common/armylist/mercenaries-warhammer-armies","title":"Mercenaries (Warhammer Armies)","pathText":"common armylist mercenaries warhammer armies","type":"rule","body":"Some army composition lists include a 'mercenaries' section, which lists a number of units from different army lists. These units can be 'hired' from those army lists to fight for your army as mercenaries. Using mercenaries in this way can greatly enhance the appearance and character of your army, as well as improve its fighting abilities. Any mercenary unit included in this way gains the Mercenaries special rule. Mercenaries"},"507":{"id":"common/armylist/minimum-three-units","path":"common/armylist/minimum-three-units","title":"Minimum Three Units","pathText":"common armylist minimum three units","type":"rule","body":"An army must include a minimum of three non-character units, not including units whose troop type is swarms, war beasts or war machines. Swarms War Beasts War Machines"},"508":{"id":"common/armylist/misbehaving-mercenaries","path":"common/armylist/misbehaving-mercenaries","title":"Misbehaving Mercenaries","pathText":"common armylist misbehaving mercenaries","type":"rule","body":"Hiring mercenaries does not come without risk. Mercenaries can sometimes prove unwilling to endanger themselves for an employer, no matter how much gold they have received. To represent this, roll a D6 for each mercenary unit your army includes prior to deployment: On a roll of 2+, the mercenaries have held up their side of the contract, arriving on time and willing to fight. The unit is treated as being a part of your army, as if drawn from your own army list. On a roll of a 1, the mercenaries have proven to be unreliable. Immediately roll on the Misbehaving Mercenaries table to find out the extent of the betrayal: Misbehaving Mercenaries Table D6 Result 1 Heavy Night: The mercenaries spent the night before the battle drinking their way through their pay. They arrive on time, but smelling like a brewery and wincing at loud noises. The mercenaries gain the Stupidity special rule. If the unit already has the Stupidity special rule, it must apply a +1 modifier to the dice roll every time it makes a Stupidity test. 2-3 You Get What You Pay For: The mercenaries do not feel they have been paid particularly well to take part in this battle. This has caused considerable grumbling in the ranks and, consequently, the mercenaries are dragging their feet rather than getting stuck in. The unit suffers a -1 modifier to both its Movement and Initiative characteristics (to a minimum of 1) for the duration of the battle. 4-5 \"Sorry, the Cockerel Didn't Crow\": The mercenaries arrive, but late. However, their late arrival means they enter the battlefield from an unexpected direction. The mercenaries gain the Ambushers special rule and must be held in reserve at the start of the battle. If the mercenaries already have the Ambushers special rule, they will only arrive during turn 2 on a roll of a natural 6 (rather than the usual 4+). 6 General Apathy: For whatever reason, the mercenaries do not appear to be especially invested in their employer's cause. Consequently, they feel little reason to stick around when the going gets tough. The unit suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) for the duration of the battle. Misbehaving Mercenaries Table Stupidity Ambushers"},"509":{"id":"common/armylist/misbehaving-mercenaries-table","path":"common/armylist/misbehaving-mercenaries-table","title":"Misbehaving Mercenaries Table","pathText":"common armylist misbehaving mercenaries table","type":"rule","body":"Misbehaving Mercenaries Table D6 Result 1 Heavy Night: The mercenaries spent the night before the battle drinking their way through their pay. They arrive on time, but smelling like a brewery and wincing at loud noises. The mercenaries gain the Stupidity special rule. If the unit already has the Stupidity special rule, it must apply a +1 modifier to the dice roll every time it makes a Stupidity test. 2-3 You Get What You Pay For: The mercenaries do not feel they have been paid particularly well to take part in this battle. This has caused considerable grumbling in the ranks and, consequently, the mercenaries are dragging their feet rather than getting stuck in. The unit suffers a -1 modifier to both its Movement and Initiative characteristics (to a minimum of 1) for the duration of the battle. 4-5 \"Sorry, the Cockerel Didn't Crow\": The mercenaries arrive, but late. However, their late arrival means they enter the battlefield from an unexpected direction. The mercenaries gain the Ambushers special rule and must be held in reserve at the start of the battle. If the mercenaries already have the Ambushers special rule, they will only arrive during turn 2 on a roll of a natural 6 (rather than the usual 4+). 6 General Apathy: For whatever reason, the mercenaries do not appear to be especially invested in their employer's cause. Consequently, they feel little reason to stick around when the going gets tough. The unit suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) for the duration of the battle. Stupidity Ambushers"},"510":{"id":"common/armylist/mustering-a-battle-march-arcane-journal-the-war-of-settras-fury","path":"common/armylist/mustering-a-battle-march-arcane-journal-the-war-of-settras-fury","title":"Mustering a Battle March (Arcane Journal: The War of Settra's Fury)","pathText":"common armylist mustering a battle march arcane journal the war of settras fury","type":"rule","body":"Warhammer: the Old World is a game in which large armies march to war. Yet not all battles in the World of Legend are fought between such mighty hosts. Many are fought between far smaller forces. Be they the vanguards of larger armies clashing ahead of a great battle, or warbands of bandits and raiders plundering enemy territory, skirmishes between small forces can be every bit as exciting as pitched battles between magnificent armies. With this in mind, the rules that follow are intended to add greater depth to games played using armies of between 500 and 750 points. Note that, should players wish, these rules can also be used when creating an Allied Contingent for an army of between 2,000 and 3,000 points. Minimum Two Units When writing your muster list for a game of Battle March, your army must include a minimum of two non-character units. This minimum can include war machines, but cannot include units whose troop type is swarms or war beasts. Character Limitations As with any army, an army created for Battle March must include at least one character to act as its General. However, when writing your muster list, you may not spend more than: 25% of your army's total points value on a single character. Unit Limitations By their nature, the armies represented by Battle March are unlikely to include huge regiments or large numbers of elite troops. To represent this, when writing your muster list, you may not spend more than: 35% of your army's total points value on a single Core unit. 30% of your army's total points value on a single Special unit. 25% of your army's total points value on a single Rare or Mercenary unit. 0-X Per 1,000 Points Players of Warhammer: the Old World will already be aware that many units or options are limited to '0-X per 1,000 points', with 'X' being a number. This means that such options would not normally be allowed when writing a muster list for an army of less than 1,000 points. However, rather than preclude such fun and characterful options entirely, when writing a muster list for a game of Battle March, you may include a single such option. This might be a unit, a character or even an upgrade listed within a unit's options. For example, a player writing an Orc and Goblin Tribes muster list for a game of Battle March, using that faction's grand army composition list, could choose to include a single Goblin Rock Lobber or Doom Diver, both of which are limited to 0-1 per 1,000 points. Alternatively they could choose to give a single Goblin Mob the Skirmishers special rule, an option limited to 0-1 unit per 1,000 points. Allied Contingents Swarms War Beasts"},"511":{"id":"common/armylist/named-characters-warhammer-armies","path":"common/armylist/named-characters-warhammer-armies","title":"Named Characters (Warhammer Armies)","pathText":"common armylist named characters warhammer armies","type":"rule","body":"Many armies have access to named characters from the Warhammer world. These are usually mighty warriors and powerful leaders, often with unique equipment and their own special rules. As each of these represents an individual, an army can only contain one of each named character."},"512":{"id":"common/armylist/number-of-units","path":"common/armylist/number-of-units","title":"Number of Units","pathText":"common armylist number of units","type":"rule","body":"Next to the names of some units as they appear in the various army composition lists are numbers, and these require some explanation. In some cases, this may be a number range, 0-2 for example, indicating that an army built using this composition list may contain between zero and two units made up of this type of model. In other cases, the name may be preceded by a number followed by a '+' symbol, 1+ for example, indicating that an army must contain at least one unit made up of that type of model. In some rare cases, you might encounter the term 'up to X per 1,000 points', with 'X' being a number. For example, up to 3 per 1,000 points, indicating that an army may contain no more than three units made up of that type of model for every full 1,000 points of army size. If no such number or range of numbers is present, there is no minimum or maximum to how many units made up of that type of model your army can include. Points Values & Size of Game"},"513":{"id":"common/armylist/percentages","path":"common/armylist/percentages","title":"Percentages","pathText":"common armylist percentages","type":"rule","body":"Each category of a composition list is accompanied by a percentage. This is the percentage of points that you either can or must spend on units drawn from that category. In the case of Grand Army composition lists, these percentages are quite uniform. For example: Characters (up to 50%) Core (at least 25%) Special (up to 50%) Rare (up to 25%) Mercenaries (up to 20%) Allies (up to 25% may be spent on a single allied contingent) This means that, in a 2,000 point army, you would have to spend a minimum of 500 points (25% of 2,000 points) on Core units. By contrast, the most you could spend on Special units would be 1,000 points (50% of 2,000 points)."},"514":{"id":"common/armylist/playing-a-battle-march-arcane-journal-the-war-of-settras-fury","path":"common/armylist/playing-a-battle-march-arcane-journal-the-war-of-settras-fury","title":"Playing a Battle March (Arcane Journal: The War of Settra's Fury)","pathText":"common armylist playing a battle march arcane journal the war of settras fury","type":"rule","body":"Below, you will find recommended deployment maps and rules for 'battlefield objectives'. Whilst a game of Battle March can be played using any scenario, these rules have been designed with small armies and battlefields in mind, replacing the need for a scenario and allowing players to craft their own narrative. Battle March Battlefields Games of Battle March are played on battlefields measuring 30\" x 44\". Terrain can be placed, or scattered. However, due to the small size of the battlefield, players should avoid any terrain that measures more than 12\" at its widest point. Battlefield Objectives Once terrain has been placed but before armies are deployed, a number of battlefield objectives, each represented by a miniature diorama occupying a 40mm round base, should also be placed. Battlefield objectives are a type of battlefield decoration and they can represent many things, such as supplies of vittles, troves of treasure or caches of weapons, even messengers or spies carrying vital information. Placing Objectives: Before placing objectives, roll a D6. On a roll of 1-3, place two objectives. On a roll of 4+, place three objectives. Battlefield objectives are placed as shown here, but may never be placed within 3\" of a terrain feature or straddling a low linear obstacle. If necessary, move the terrain by the smallest possible amount to allow the objective to be placed. Placing Terrain (Battlefield Terrain) Scattered Terrain Placement Battlefield Decoration"},"515":{"id":"common/armylist/points-values-and-size-of-game","path":"common/armylist/points-values-and-size-of-game","title":"Points Values & Size of Game","pathText":"common armylist points values and size of game","type":"rule","body":"Prior to a game, the players must decide how many 'points' their armies will be worth. The higher the points value, the larger the game. The points value dictates the maximum points you can spend on your army. For example, if two players decide to play a 3,000 point game, the total points value of each player's army must be as close to 3,000 points as possible without exceeding the agreed limit."},"516":{"id":"common/armylist/recommended-size-of-game","path":"common/armylist/recommended-size-of-game","title":"Recommended Size of Game","pathText":"common armylist recommended size of game","type":"rule","body":"Quite what size a game should be depends largely upon how long the players want their game to last. Armies of 2,000 points will give players familiar with the rules a game that will last a couple of hours. Games with smaller armies can be played in less time, whereas a game with much larger armies might occupy most of a day. Players are encouraged to play games with different points values to find the size of game they most enjoy."},"517":{"id":"common/armylist/regimental-deployment","path":"common/armylist/regimental-deployment","title":"Regimental Deployment","pathText":"common armylist regimental deployment","type":"rule","body":"Detachments must be deployed at the same time as the regimental unit they are assigned to, and must be deployed within 3\" of that unit. If the regimental unit is held in reserve as reinforcements, its detachment(s) will as well and will arrive with it."},"518":{"id":"common/armylist/regimental-leadership","path":"common/armylist/regimental-leadership","title":"Regimental Leadership","pathText":"common armylist regimental leadership","type":"rule","body":"In battle, regimental units provide leadership to their detachments. Unless the regimental unit is fleeing, a detachment may use the Leadership characteristic of its regimental unit whilst it is within 3\" of that unit. Note that if the detachment's Leadership characteristic is higher, it may use its own Leadership instead."},"519":{"id":"common/armylist/regimental-psychology","path":"common/armylist/regimental-psychology","title":"Regimental Psychology","pathText":"common armylist regimental psychology","type":"rule","body":"Detachments fight so closely alongside their regimental units that they are affected by the same battlefield psychology. If a regimental unit has any of the special rules listed below, it confers those special rules onto its detachments whilst they are within 3\" of it: Frenzy Hatred (X) Immune to Psychology Stubborn"},"520":{"id":"common/armylist/regimental-units-and-detachments","path":"common/armylist/regimental-units-and-detachments","title":"Regimental Units & Detachments","pathText":"common armylist regimental units and detachments","type":"rule","body":"Some armies of the Old World are particularly well-drilled, their units acting in support of one another with a discipline that shames their more chaotic and unruly foes. It is not uncommon to see large and imposing units flanked by smaller detachments. These detachments can prove invaluable by guarding the vulnerable flanks of their parent units, firing in their defence and, in some cases, counter-charging to disrupt the enemy."},"521":{"id":"common/armylist/supporting-actions","path":"common/armylist/supporting-actions","title":"Supporting Actions","pathText":"common armylist supporting actions","type":"rule","body":"Detachments are trained to support their regimental unit in battle. When an enemy unit declares a charge against a regimental unit, and if that regimental unit does not Flee as a charge reaction, each of its detachments that is within 3\" of it, not engaged in combat and not fleeing can declare a Supporting Action. A detachment can only attempt a single Supporting Action per turn: Supporting Fire Supporting Charge Supporting Fire Supporting Charge"},"522":{"id":"common/armylist/supporting-charge","path":"common/armylist/supporting-charge","title":"Supporting Charge","pathText":"common armylist supporting charge","type":"rule","body":"Any detachment that is able to make a Supporting Action may declare that it will make a 'Supporting Charge'. At the end of the Charge Moves sub-phase, a detachment that declared a Supporting Charge and that is not engaged in combat or fleeing makes an out-of-sequence charge against one enemy unit that charged into contact with its regimental unit during this turn."},"523":{"id":"common/armylist/supporting-fire","path":"common/armylist/supporting-fire","title":"Supporting Fire","pathText":"common armylist supporting fire","type":"rule","body":"A detachment armed with missile weapons may declare that it will offer 'Supporting Fire'. A detachment that does so immediately attempts to make a Stand & Shoot charge reaction, as if it were the charge target. If the detachment is unable to Stand & Shoot (for example, if the enemy unit is too close), it will stand idly by – it cannot declare another Supporting Action."},"524":{"id":"common/armylist/suspicious-allied-contingents","path":"common/armylist/suspicious-allied-contingents","title":"Suspicious Allied Contingents","pathText":"common armylist suspicious allied contingents","type":"rule","body":"In rare cases, an alliance of necessity might be formed between two forces that are openly hostile to one another. They might not be warring at present, but they certainly have been in the past and, once the current threat is dealt with, could quickly start warring again. An allied contingent that is noted as being Suspicious follows all the rules given previously for an Uneasy allied contingent. In addition: Should a unit belonging to a Suspicious allied contingent flee through a unit belonging to the main army, or vice versa, it must make Peril tests, exactly as if it had fled through an enemy unit. Units belonging to a Suspicious allied contingent suffer a -1 modifier to their Leadership characteristic whilst within 6\" of a unit belonging to the main army, and vice versa. Uneasy Allied Contingents Fleeing Through Enemy Units"},"525":{"id":"common/armylist/the-general-warhammer-armies","path":"common/armylist/the-general-warhammer-armies","title":"The General (Warhammer Armies)","pathText":"common armylist the general warhammer armies","type":"rule","body":"All armies must include at least one character to act as the General. If an army includes more than one character, its General is selected as described. The General (Characters) Selecting Your General"},"526":{"id":"common/armylist/the-muster-list","path":"common/armylist/the-muster-list","title":"The Muster List","pathText":"common armylist the muster list","type":"rule","body":"A muster list is a list, written by the player, of all the units that make up the army they will be using during a game. A muster list should include the size of each unit (i.e., how many models it contains at the start of the battle), the equipment those models carry, and any optional upgrades that have been included, be they equipment, command models, magic items and so forth. Most importantly, the muster list should include the total points value of each unit and of the army as a whole, thus ensuring that your army is within the agreed size! Players should share their muster lists with one another before deployment. More Detail Many players find it useful to include greater detail in their muster lists – model and weapon profiles, special rules, even spell and magic item descriptions. Including such detail is by no means necessary, but will reduce how much time is spent flicking through the pages of books during a game."},"527":{"id":"common/armylist/types-of-alliance","path":"common/armylist/types-of-alliance","title":"Types of Alliance","pathText":"common armylist types of alliance","type":"rule","body":"The vast majority of alliances between an army and an allied contingent are made between trusted allies. As such, most allied contingents follow the rules already given. However, sometimes an allied contingent may be noted as being Uneasy or even Suspicious. In such cases, the allied contingent represents an alliance between two forces that might not usually be on the best of terms. Uneasy Allied Contingents Suspicious Allied Contingents"},"528":{"id":"common/armylist/understanding-army-composition-lists","path":"common/armylist/understanding-army-composition-lists","title":"Understanding Army Composition Lists","pathText":"common armylist understanding army composition lists","type":"rule","body":"An army composition list is broken down into a number of categories, each listing the units that belong to it: Characters: The characters that lead your army, powerful individuals possessed of fearsome martial or magical might. Core: The heart of your army, the iconic troops who make up the bulk of every warband and warhost. Special: Skilled and veteran troops, capable of anchoring a battle line of lesser warriors, or performing great deeds in their own right. Rare: The most unusual models in your army, mighty monsters, weird war machines and elite soldiers of unsurpassed skill. In addition, many army composition lists will include one or both of the following categories: Mercenaries: Some armies can include specific units drawn from other army lists as mercenaries. Allies: Most armies can include an allied contingent drawn from another army list. Mercenaries (Warhammer Armies) Allied Contingents"},"529":{"id":"common/armylist/uneasy-allied-contingents","path":"common/armylist/uneasy-allied-contingents","title":"Uneasy Allied Contingents","pathText":"common armylist uneasy allied contingents","type":"rule","body":"Sometimes alliances are formed between forces that, whilst not openly hostile to one another, could hardly be described as firm friends. Neither party has any reason not to trust the other – they just can't quite bring themselves to do so. An allied contingent that is noted as being Uneasy follows all the normal rules for an allied contingent. In addition: All units belonging to an Uneasy allied contingent are considered to have the Levies special rule by all units belonging to the main army. Units belonging to an Uneasy allied contingent are not considered to be 'friendly' by Wizards belonging to the main army for the purposes of spell targeting, and vice versa. Levies"},"530":{"id":"common/armylist/using-regiments-and-detachments","path":"common/armylist/using-regiments-and-detachments","title":"Using Regiments & Detachments","pathText":"common armylist using regiments and detachments","type":"rule","body":"In some army lists, certain units will have the option to be accompanied by up to two smaller support units known as 'detachments'. Such units are known as 'regimental units' and are marked by having the 'Regimental Unit' special rule. Units that can be taken as detachments are marked by having the 'Detachment' special rule. In some cases, a model may have both special rules. This simply means that a unit consisting entirely of such models can be either a detachment or a regimental unit. It cannot be both, however, and you must ensure it is clear when writing your muster list which rule the unit will use (if either). You should also ensure this is made clear to your opponent during deployment."},"531":{"id":"common/armylist/victory-points-arcane-journal-the-war-of-settras-fury","path":"common/armylist/victory-points-arcane-journal-the-war-of-settras-fury","title":"Victory Points (Arcane Journal: The War of Settra's Fury)","pathText":"common armylist victory points arcane journal the war of settras fury","type":"rule","body":"As in most games of Warhammer: the Old World, to stand victorious in a game of Battle March a player must win the most Victory Points (VP). There are a number of ways in which VP can be won, all of which are detailed below. Whilst these may be familiar, players should note that there are some subtle differences in VP scoring between games of Battle Companies and games of Warhammer: the Old World played using larger armies. Dead or Fled The most usual way to win Victory Points is by destroying, routing or significantly reducing the fighting strength of enemy units: Each enemy unit that has been destroyed or that has fled off the battlefield is worth a number of Victory Points equal to 100% of its points cost. Each enemy unit that is fleeing at the end of the battle is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). For example, a unit that cost your opponent 150 points to field would be worth 75 Victory Points to you if it is fleeing when the battle ends. Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). The King is Dead If the enemy General is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 50 Victory Points. Trophies of War You win a bonus of 25 Victory Points for every enemy standard claimed as a trophy, as described on page 200 of the Warhammer the Old World rulebook. Additionally, if the enemy Battle Standard Bearer is slain, has fled off the battlefield or is fleeing when the game ends, you win another bonus of 25 Victory Points. Battlefield Objectives For each battlefield objective a player controls at the end of each player's turn, they win a bonus of 10 Victory Points. Controlling Battlefield Objectives: At the end of each turn, a battlefield objective can be controlled by any single unit that is within 3\" of it, that has a Unit Strength of 5 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 3\" of a battlefield objective, the closest unit controls it. If two or more eligible units are equally close to a battlefield objective, the unit with the higher Unit Strength controls it. If two or more eligible units are equally close to a battlefield objective and both have the same Unit Strength, the objective marker is 'contested' and neither unit controls it. Victory Points (Warhammer Battles) Unit Strength"},"532":{"id":"common/armylist/warhammer-armies","path":"common/armylist/warhammer-armies","title":"Warhammer Armies","pathText":"common armylist warhammer armies","type":"rule","body":"Building and painting a collection of models for Warhammer: the Old World is a satisfying experience and, it must be said, often a long term project. But as your collection grows, you will want to use it in games – to command your miniatures on the field of battle."},"533":{"id":"common/faq/arcane-journal-armies-of-grand-cathay","path":"common/faq/arcane-journal-armies-of-grand-cathay","title":"Arcane Journal: Armies of Grand Cathay","pathText":"common faq arcane journal armies of grand cathay","type":"faq","body":"If a Cathayan Dragon is in base contact with an enemy unit when they transform, can they move out of base contact during their transformation? No. Heavenly Beacon allows you to modify the roll by +1 or -1 when rolling to determine if Ambushers arrive. Is this cumulative? In other words, is it +2 or -2 if I have two Sky Lanterns? No, it's not cumulative. You may apply a +1 or -1 modifier if you have one or more Sky Lanterns. Are the effects of the Grand Cannon's Thunderous Impact special rule cumulative? In other words, if a unit is within range of two strike points, does it suffer a -2 modifier to its Movement characteristic? No, it's not cumulative. Mastery of the Elemental Winds can only be used once per turn, but is this once per Wizard or once per army? Once per army."},"534":{"id":"common/faq/arcane-journal-beastmen-brayherds","path":"common/faq/arcane-journal-beastmen-brayherds","title":"Arcane Journal: Beastmen Brayherds","pathText":"common faq arcane journal beastmen brayherds","type":"faq","body":"If a Beastmen Brayherds army includes an allied contingent of Beastmen, can the army contain two Herdstones, one in the main force and one in the allied contingent? No. You can only include 0-1 Herdstone per army and, whilst an allied contingent may be in effect a small army within a larger army, in this regard you are ultimately playing with but one army. However, if two players partnered for a doubles game (as defined in the Matched Play Guide), they could each take a Herdstone. How does the Dark Coven army special rule from the Wild Herd Army of Infamy interact with the Plague Chalice? In cases such as this, both outcomes can apply. If a natural double is rolled, the spell is cast as a perfect invocation and the caster suffers a hit from the Plague Chalice. However, the caster and any other members of their coven will then also suffer the effects of a roll on the Miscast table, as per the Dark Coven special rule. Does the Daemon Heart increase its user’s Dispel Range? No."},"535":{"id":"common/faq/arcane-journal-dwarfen-mountain-holds","path":"common/faq/arcane-journal-dwarfen-mountain-holds","title":"Arcane Journal: Dwarfen Mountain Holds","pathText":"common faq arcane journal dwarfen mountain holds","type":"faq","body":"When a 'Dug In' unit of Skirmishers is charged by an enemy unit, does it lose that status? No. If a unit that has 'Dug In' becomes engaged in combat, does it lose that status if a model within it accepts or declines a challenge and moves through the ranks? No. Is an 'Entrenched' unit protected on all four sides, or just its front? Just its front, as stated on page 270 of the Warhammer: the Old World rulebook. Do runes inscribed upon a Doomseeker’s whirling blades of death apply to Impact Hits? Yes. As stated under Whirlwind of Death, Impact Hits caused by a Doomseeker are resolved using the profile of its whirling blades of death, which includes any runes the weapon is inscribed with. Can a Doomseeker join a unit of Slayers? No, as per the errata, a Doomseeker is not a character. They are loners and outcasts even amongst Slayers and, as such, act as a unit of one model. When a Goblin Hewer shoots using the Whirling Death special rule, does it add a D3 modifier to the number of shots rolled for each rank or file, or just a single D3 modifier? Roll an Artillery dice, plus an extra D3 per rank or file of the unit, depending upon which arc the weapon is shooting into."},"536":{"id":"common/faq/arcane-journal-empire-of-man","path":"common/faq/arcane-journal-empire-of-man","title":"Arcane Journal: Empire of Man","pathText":"common faq arcane journal empire of man","type":"faq","body":"If Harald Gemunsen issues a second challenge using his Skilled Duellist special rule, he can fight again immediately. Can his opponent in that challenge fight again? Yes. If Harald's second challenge is accepted it is fought immediately, meaning both Harald and his opponent can fight. However, Harald's mount may not fight, and nor may his opponent's. A unit of Empire Road Wardens may replace its crossbows with braces of pistols for +1 point per model. If it does so, must the Captain (champion) pay an additional +2 points to do the same? No. If the entire unit replaces its crossbows with braces of pistols, that includes the Captain. If the unit is armed with crossbows, the Captain has the option to replace theirs with a brace of pistols or a repeater pistol."},"537":{"id":"common/faq/arcane-journal-high-elf-realms","path":"common/faq/arcane-journal-high-elf-realms","title":"Arcane Journal: High Elf Realms","pathText":"common faq arcane journal high elf realms","type":"faq","body":"Can Korhil Lionmane or a Chracian Chieftain join a unit of White Lions of Chrace? Yes."},"538":{"id":"common/faq/arcane-journal-orc-and-goblin-tribes","path":"common/faq/arcane-journal-orc-and-goblin-tribes","title":"Arcane Journal: Orc & Goblin Tribes","pathText":"common faq arcane journal orc and goblin tribes","type":"faq","body":"Ogdruz Swampdigga has a Lore Familiar and knows spells from both the Lore of Elementalism and the Lore of Troll Magic. Can he choose his spells from both lores, or from just one? He can choose from both. If I take a Black Orc Warboss as the General of a Nomadic Waaagh!, can I take a unit of Boar Boys as a Core choice? No. A unit of Boar Boys can only be taken as a Core choice if your General is an Orc Warboss. In a Nomadic Waaagh!, I can take one Black Orc Boss per Black Orc Chariot. If I take a Black Orc Boss mounted on a chariot, does that count? No. You can take one Black Orc Boss per Black Orc Chariot taken as a Core or Rare choice. It does not matter what the Boss is mounted on. Can a Black Orc Boss take a Black Orc Chariot as a mount in an army made using the Orc and Goblin Tribes Grand Army composition list? They cannot. With heavy hearts, we must inform everyone who asked that that option is only available in armies made using the Nomadic Waaagh! Army of Infamy composition list. Can a Troll Hag be the General of an Orc and Goblin Tribes army made using the Grand Army composition list? No. A Troll Hag is a Rare choice in the Orc and Goblin Tribes Grand Army composition list. She can, however, be the General of a Troll Horde. If a Troll Hag purchases a magic weapon, are any of its special rules conferred onto Motherly Love attacks? No. If she attacks normally, she can use her magic weapon. If she makes a Motherly Love attack, she does not use her magic weapon. Can the size of a range 'self' spell's aura of effect be increased by the Idol of Gork? No. The aura of effect of a range 'self' spell is not its range."},"539":{"id":"common/faq/arcane-journal-the-razing-of-westerland","path":"common/faq/arcane-journal-the-razing-of-westerland","title":"Arcane Journal: The Razing of Westerland","pathText":"common faq arcane journal the razing of westerland","type":"faq","body":"If a single character or unit takes two or more of the same Chaotic Trait, are its effects cumulative? No."},"540":{"id":"common/faq/arcane-journal-the-war-of-settras-fury","path":"common/faq/arcane-journal-the-war-of-settras-fury","title":"Arcane Journal: The War of Settra's Fury","pathText":"common faq arcane journal the war of settras fury","type":"faq","body":"In a doubles event, as described in the Matched Play Guide, which armies, if any, can a Renegade Crowns army ally with? If the primary force is a Renegade Crowns, Empire of Man, or Kingdom of Bretonnia army, Renegade Crowns can be fielded as trusted allies. Must a unit be in a Phalanx in order to not become Disrupted when charged by a unit with First Charge? Yes. Units do not gain the benefit of being in a particular formation if they are not in that formation."},"541":{"id":"common/faq/arcane-journal-tomb-kings-of-khemri","path":"common/faq/arcane-journal-tomb-kings-of-khemri","title":"Arcane Journal: Tomb Kings of Khemri","pathText":"common faq arcane journal tomb kings of khemri","type":"faq","body":"When a Tomb Scorpion or unit of Necroserpents makes use of the Terrors Below special rule, is the number of Initiative tests the enemy unit takes equal to its own Unit Strength, or equal to the Unit Strength of the unit using the special rule? The latter. This special rule represents an emerging unit displacing earth and dragging infantry to their doom. How much earth the unit can displace is determined by its own Unit Strength, not by that of the enemy. The crew of Tomb Guard chariots are equipped with shields. Does this improve the Armour Value of the model from 4+ to 3+? No. A chariot's given Armour Value takes into account such equipment."},"542":{"id":"common/faq/arcane-journal-warriors-of-chaos","path":"common/faq/arcane-journal-warriors-of-chaos","title":"Arcane Journal: Warriors of Chaos","pathText":"common faq arcane journal warriors of chaos","type":"faq","body":"What happens if I wish to accept a challenge to fight a Warrior's Duel but do not have any single Wound champions in my army? Roll off to determine who takes the first turn as normal. When fighting a Warrior's Duel challenge between two unit champions, are such things as magic standards carried by their units counted? No. A Warrior's Duel is fought between the two participants alone, without any support from their units. If a character joins a unit of Skin Wolves, can they be transfigured by the Warped Form special rule? No."},"543":{"id":"common/faq/arcane-journal-wood-elf-realms","path":"common/faq/arcane-journal-wood-elf-realms","title":"Arcane Journal: Wood Elf Realms","pathText":"common faq arcane journal wood elf realms","type":"faq","body":"A Wood Elf Noble that belongs to a Wild Rider Kindred may only wear light armour, but can they also wear a magic helmet? Yes, a helmet can be worn in addition to light armour."},"544":{"id":"common/faq/battlefield-terrain","path":"common/faq/battlefield-terrain","title":"Battlefield Terrain","pathText":"common faq battlefield terrain","type":"faq","body":"To defend a low linear obstacle, a unit must move its front rank into base contact with it. Are Skirmishers able to do this, or does their lack of ranks prevent it? Skirmishers can defend a low linear obstacle. To do so, simply move as many Skirmishers as possible into base contact with one side of the feature."},"545":{"id":"common/faq/beastmen-brayherds","path":"common/faq/beastmen-brayherds","title":"Beastmen Brayherds","pathText":"common faq beastmen brayherds","type":"faq","body":"Can the Hagtree Fetish be used to re-roll rolls To Wound caused by a Bound Spell? No. Bound Spells are cast by the item they are bound to, whilst Arcane Items such as the Hagtree Fetish affect spells cast by their bearer. Therefore, unless an item specifies it has an effect upon Bound Spells, it does not. Does a unit with the Blood Greed special rule always roll only a single D6 when making a Pursuit roll, or only whilst Frenzied? Only whilst Frenzied."},"546":{"id":"common/faq/challenges","path":"common/faq/challenges","title":"Challenges","pathText":"common faq challenges","type":"faq","body":"If a Wizard engaged in a challenge knows and uses an Assailment spell that can hit multiple enemy models (such as Assailment spells that use a template), are multiple enemy models hit, or is it only the other participant in the challenge that can be hit? When an Assailment spell is cast in a challenge, it can only hit the other participant in the challenge. If one participant in a challenge causes Impact Hits or makes Stomp Attacks, where are they directed? Impact Hits are resolved prior to issuing challenges. Stomp Attacks may be directed against the other participant in the challenge. If one participant in a challenge is killed, can other models engaged in the same combat direct their Attacks against the survivor during the same Combat phase when it is their turn to fight? No. Even if one participant in a challenge has been slain, the challenge is considered to be ongoing until the end of the current Combat phase. Is Overkill counted by or against a champion in a challenge, or does it only count for characters? Overkill counts in all challenges, whether the participants are characters or champions. Two characters are engaged in a challenge whilst their units battle around them. At the end of the round, the losing unit might Fall Back in Good Order or Give Ground. If their enemy pursues or follows up, does the challenge continue? Yes. As stated on page 211, if both participants in a challenge survive the round and if the combat continues, the challenge continues. If a character is within one fighting rank they cannot move through the ranks to join another. Might this prevent them from accepting a challenge? No. If a character is eligible to accept a challenge they can do so wherever they are in a unit and will move through the ranks into base contact with their opponent. However, if it is awkward to move a model, it is quite acceptable for the players to agree it has moved and fight the challenge as if the combatants were in base contact, thus avoiding too much disruption."},"547":{"id":"common/faq/characters","path":"common/faq/characters","title":"Characters","pathText":"common faq characters","type":"faq","body":"Can my Battle Standard Bearer have a higher Leadership than my General? No. As stated on page 203, the General is the character with the highest Leadership. If this means not upgrading the character with the highest Leadership in your army to be your Battle Standard Bearer so that they can be your General, so be it. If my army includes a Mercenary character, can I make them my General? No. An army’s General must be one of the characters listed in the 'characters' section of the army composition list you are using. If a unit that is subject to any Leadership modifiers uses the General's Inspiring Presence rule (or any other rule that allows a unit to use the Leadership of a nearby character), does the unit ignore those modifiers? No, the modifier will still apply. For example, if a unit loses a round of combat to a Terror causing enemy, the -1 modifier to Leadership caused by Terror applies to whichever Leadership characteristic the unit makes its Break test against, be that its own or that of a nearby character. If my Battle Standard Bearer refuses a challenge and retires from combat, can other units still benefit from their \"Hold Your Ground\" special rule? Not whilst that character's unit is still engaged with the model that issued the challenge. Battle standards are somewhat less inspirational whilst being used as a blanket to hide beneath. When a character takes a chariot as a mount, do they replace one of the crew? No. The points you pay for a chariot include its crew, whether that chariot is included in your army on its own or as a mount for a character. However, in reality it might prove difficult to fit a character and the full complement of crew into the chariot model itself. If so, it is perfectly acceptable to remove one or more of the crew models to make space for the character. In such cases, we can think of the missing crew model's profile(s) as a way of representing that the beasts pulling a character's chariot are bound to be bigger, stronger and better trained than normal. A character mounted on a ridden monster or a chariot can choose to use their own or their mount's armour value, whichever is better. If the character wears magic armour but I choose to use the mount's armour value, can I still claim other benefits conferred by the magic armour? No. You must use a magic item fully or not at all. If I have a character with an armour value of 6+ mounted on a chariot with an armour value of 4+, for example, am I obliged to use the chariot's armour value? No, you choose whichever armour value is better. However, allowing for magical armour and other special rules, 'better' is somewhat subjective. Obviously an armour value of 4+ is better than one of 6+ but there is often more to deciding which armour to use than just the armour value it offers, many types of magic armour confer additional bonuses that make them better. Basically, when the rules say 'choose', they are giving you a choice. If a character mounted on a ridden monster or chariot carries a shield, does that improve the mount's armour value? No, a shield is carried by the character, not the mount. Does the presence in a unit of a character whose base takes up the space of two or more models in two or more ranks reduce that unit’s rank bonus? No. A Clumsy unit cannot be joined by a character that is not also Clumsy, but can a Clumsy character join a unit that is not Clumsy? Yes. Does a unit that is joined by a character of a different troop type gain the rules associated with the character’s troop type? No. Can a character who is within the fighting rank of their unit but not in base contact with the enemy move through the ranks so that they are? No. Characters can move through the ranks into the fighting rank, but cannot move within the fighting rank. Can a character be placed amongst a unit's command group? Yes. If there is no space for a character in the front rank of a unit with the Press of Battle rule, can they join the second rank? No, characters must be placed in the front rank. If this is not possible, they retire to the rear. A fighting rank cannot contain more characters than it does rank and file models. In the case of a unit with the Press of Battle rule, does this include rank and file models in a second fighting rank? No. No single fighting rank can contain more characters than it does rank and file models. It doesn’t matter how many fighting ranks a unit might have. Can characters displace command group models into the second rank of a unit with the Press of Battle rule? No, command group models must always be in the front rank of their unit. If a character is in any rank of a unit other than the front rank (or the first fighting rank, in the case of units engaged in combat), for any reason, do they confer any bonuses onto the unit? No, not unless they have a special rule stating otherwise. Characters must lead from the front or retire to the rear. If a Warband character (as described on page 180) joins a Warband with a Rank Bonus of one or more, does the modifier to their Leadership characteristic increase their Command range? Yes. My unit wishes to shoot at an enemy lone character. However, an enemy unit that is more than 3\" away from that character presents a closer target. Can I shoot at the lone character? Yes. The rule that a lone character cannot be shot at unless they are the closest target only extends to units they are within 3\" of. If a unit is more than 3\" from the character, it does not protect them, regardless of how close it is to the enemy. Can my unit shoot at an enemy character that is within 3\" of an enemy unit if that unit is not itself an eligible target? No. If the requirements given on page 206 are met, the character cannot be targeted. Can a character that has joined a unit of models of a different troop type be targeted by enemy shooting? For example, if a character whose troop type is 'light chariot' joins a unit of 'regular infantry', can they be targeted? Yes. What's more, they don't get a \"Look Out, Sir!\" save either. If a character joins a unit that carries a magic standard, do its effects extend to the character? Yes. When a character joins a unit they become part of that unit, so magic standards that affect the unit affect them as well. Can a character that has joined a unit be the target of a spell that would give them a special rule that prevents them from joining a unit (Ethereal, for example)? No. If casting a spell would cause a situation the rules specifically prohibit, the spell cannot be cast. If a Warband character joins a unit that isn't a Warband, does that unit's Rank Bonus modify their Leadership characteristic? No. Cannon do not directly target enemy models; they target a point on the ground. How does this work with Targeting Lone characters? Can a cannon be fired in such a way as to hit a Lone character that would normally be protected from shooting by their proximity to a friendly unit? The purpose of the Targeting Lone Characters rule is to protect characters from enemy shooting, even from shooting that does not follow the usual rules (though it does not protect them from templates). Therefore, and in the spirit of this rule, unless they are the closest target to the cannon, an enemy character that is within 3\" of a friendly unit that contains five or more models of the same troop type cannot be struck by a cannonball, even if their base lies directly under the path of the bouncing cannonball. However, if a Lone character's base lies directly underneath the strike point of a cannonball, they are hit. Some magic weapons or special rules allow specific models within a unit to be targeted. Do such attacks ignore the \"Look Out, Sir!\" rule? No. If a named character is equipped with a mundane weapon such as a lance or cavalry spear and a magic weapon, can they choose to use the lance or cavalry spear, or must they use their magic weapon? They must use their magic weapon. However, some named characters will carry a 'back-up' weapon which they can use should their magic weapon be destroyed. Some characters have special abilities that require a Leadership test. If the character is slain, do these abilities cease to apply immediately, like a spell? Yes."},"548":{"id":"common/faq/combat","path":"common/faq/combat","title":"Combat","pathText":"common faq combat","type":"faq","body":"Models that are in base contact with different enemy units can choose which to attack. When is this decision made, at the start of the combat or when the model's turn to fight comes? When the model's turn to fight comes. If a unit's fighting rank is engaged with two enemy units, one of which is a lone character engaged in a challenge, can models within the unit's fighting rank ignore the character even if they are closer to it than to the other enemy unit, or are their attacks lost? Models not engaged in a challenge cannot direct their attacks against models that are. In other words, any models that would normally have to direct their attacks against the character are free to direct them instead against the other unit their unit is engaged with. When a model fights, must it make all of its attacks, or can it choose to make fewer? If a model is able to fight, it must make all of its attacks. Models in a fighting rank cannot fight if they are killed before they have a chance to fight. But can models in a second fighting rank (in the case of units within the Press of Battle rule) fight if the model in front is slain, and can a model make a supporting attack if the model(s) in the fighting ranks(s) in front of it are slain? Yes. Unless they have been killed, models that are in a fighting rank or that are able to make supporting attacks can do so as normal. In other words, casualties inflicted reduce, firstly, the number of models in the fighting rank(s) that are able to fight (starting with the first fighting rank) and, secondly, the number of models in the 'supporting rank' that are able to fight. If a unit with the Press of Battle rule has not yet fought, models from the end of the first fighting rank will 'close in' as described on page 150, into base contact with the enemy. But can models from the second fighting rank 'step forward' into base contact and fight immediately? Yes. As stated on page 150, models cannot fight during a phase in which they stepped forward into a fighting rank. However, models already in a fighting rank can step forward and close in as described, maximising their number of Attacks. Does Press of Battle apply to a unit's flank and rear arcs, or just to its front arc? If a unit has and is able to use the Press of Battle rule, it can do so regardless of which of its arcs the enemy is engaged with. How many attacks can a model with a split profile make if it is in the fighting rank but not in base contact with the enemy? A model with a split profile consists of not one model, but several, all sharing the same base. Therefore, each model on that base could make a single attack. In the case of a cavalry model, for example, this would be one attack from the rider and one from their mount. If two units are engaged across a low linear obstacle, are they limited to making just a single attack because they aren't in base contact? No. Whilst a charging unit will become disordered, and whilst Impact Hits and Stomp Attacks cannot be made due to the presence of the obstacle (as stated above), units are otherwise able to fight normally across a low linear obstacle, as if they were in base contact. Can a Close Order unit of just one model claim the Close Order combat result bonus? Yes, provided it has a high enough Unit Strength (as per the errata on page 1). A unit of just one model is still a unit. What happens to a unit that Gives Ground whilst within 2\" of the edge of the battlefield? Should any part of a unit cross beyond the edge of the battlefield whilst it is Giving Ground, the entire unit is removed from play and counts as having been destroyed. What happens to a unit that cannot Give Ground due to the presence of another unit? The unit's movement stops immediately, as if it were surrounded. A pursuing unit must move directly towards the fleeing enemy, but must it move forwards whilst doing so, or can it move sideways? As stated on page 123, units must move forwards unless performing a manoeuvre (or when Giving Ground). This includes whilst pursuing. If a unit has to pivot before fleeing from an enemy it is engaged in combat with, must it make Peril tests? No. As stated on page 125, units ignore other units whilst pivoting. What happens if a unit that wishes to make a pursuit or overrun move cannot move due to the presence of other units? It may happen that it is simply impossible for a pursuing or overrunning unit to move without it ending up 'on top' of another unit. In such cases, the unit does not move, but is considered to have made a pursuit or overrun move. If a unit completely destroys its enemy in combat and makes an overrun move, can it attempt to reform after moving? Unless it pursued into a fresh enemy, yes. A unit that overruns makes a normal pursuit move and, since its enemy has already been wiped out, it may attempt to reform as if it had run down its foe, as described on page 129. On page 157 it states that units that pursue and catch an enemy that Fell Back in Good Order count as having charged during the next turn, but what exactly does this mean? Exactly what it says – the pursuing unit counts as having charged its enemy during the next turn of the game, when the combat is fought, even though the unit will not actually have moved during that turn. This means rules and weapons that can only be used by charging models can be used, that Initiative modifiers for charging are granted (based on the distance the unit pursued), and so forth."},"549":{"id":"common/faq/dwarfen-mountain-holds","path":"common/faq/dwarfen-mountain-holds","title":"Dwarfen Mountain Holds","pathText":"common faq dwarfen mountain holds","type":"faq","body":"If I give armour runes to an Anvil of Doom, does the Anvil itself benefit, or just the crew? Just the crew. How does Master Rune of Adamant work on an Anvil of Doom? It increases the Toughness of the crew, but not of the anvil itself. Can the champion in a unit of Royal Clan Warriors or Hammerers put weapon runes on a gromril great axe or great hammer? No. Weapon runes can only be inscribed upon a hand weapon or great weapon, as defined in the Warhammer: the Old World rulebook. The Royal Clan Warriors' gromril great axes and the Hammerers' great hammers are unique types of weapon, each with their own profile and rules. When a model hits an enemy unit using the Deathblow special rule, does that hit benefit from that model's special rules? Yes. If the musician and/or standard bearer in a unit of Slayers are models that have been upgraded to Giant Slayers, what happens if they are slain, is their instrument and/or standard picked up by another Giant Slayer or by a Troll Slayer? It rather depends on the models that remain in the unit. If any Giant Slayers remain, they will pick up the instrument or standard, replacing the slain models like for like. If no Giant Slayers remain, a Troll Slayer will take their place. Note also that Giant Slayers are not unit champions. Thus in a unit of Slayers, the standard bearer would be the last model removed. If a unit bearing a standard inscribed with the Master Rune of Hesitation Falls Back in Good Order and is pursued and caught by an enemy unit, does the rune take effect? Yes. When a pursuing unit catches an enemy unit that Fell Back in Good Order, it counts as having charged that unit. If a unit of enemy infantry charges a unit with the Master Rune of Hesitation, can it make use of the Press of Battle rule to fight in two ranks? No. Although the Rune prevents a charging enemy unit from using certain weapons or special rules, the unit has still charged, and thus cannot make use of the Press of Battle rule. If a unit of enemy infantry charges a unit with the Master Rune of Hesitation, does it gain the Initiative bonus for charging? Yes. The Master Rune of Hesitation only prevents the use of certain weapons and special rules."},"550":{"id":"common/faq/empire-of-man","path":"common/faq/empire-of-man","title":"Empire of Man","pathText":"common faq empire of man","type":"faq","body":"Can a Steam Tank fire both its steam cannon and steam gun during the same Shooting phase? Yes. Can a Steam Tank's steam cannon fire grapeshot? Yes. Grapeshot can be fired by any cannon (i.e., any weapon that fires using the 'Cannon Fire' special rule), as described on page 226 of the Warhammer: The Old World rulebook. Can a Steam Tank's Engineer Commander and steam cannon both shoot during the same turn? Yes. The Engineer Commander doesn't fire the steam cannon, imagine there's a (very hot and bothered) crew hidden away inside the Steam Tank whose endeavours leave the Engineer Commander free to fire their own weapon. Before a Steam Tank charges, can it use the Steam Power special rule to increase its Movement? No. The Steam Power special rule can be used by a Steam Tanks, a model that cannot march, instead of marching. In other words, in instances where most models or units would increase their movement by marching, a Steam Tank can instead make use of the Steam Power special rule. Charging is not such an instance. Are unsaved wounds caused by the mount of a model bearing the Laurels of Victory worth 2 combat result points? No, only unsaved wounds caused by the bearer (the rider) count. If a model bearing the Laurels of Victory Stands & Shoots as a charge reaction, causing one or more unsaved wounds, are those unsaved wounds each worth 2 combat result points? No. Does the Griffon Standard allow a unit to claim a higher Rank Bonus than normal for its troop type? Yes. As stated in the item's rules, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1, meaning a unit with two extra ranks could claim a Rank Bonus of +4, rather than the usual +2."},"551":{"id":"common/faq/faq","path":"common/faq/faq","title":"Frequently Asked Questions","pathText":"common faq faq","type":"faq","body":"To defend a low linear obstacle, a unit must move its front rank into base contact with it. Are Skirmishers able to do this, or does their lack of ranks prevent it? Skirmishers can defend a low linear obstacle. To do so, simply move as many Skirmishers as possible into base contact with one side of the feature. Can a Wizard with the Warden of Saphery Elven Honour purchase magic armour? No. Do army special rules extend to any mercenaries I include? Unless stated otherwise, no. Do special rules conferred by a model's weapon apply to attacks made by that model's mount? No. Any rules conferred by a weapon, be it magical or mundane, apply only to attacks made with that weapon. This can include, but is not limited to, rules unique to a specific type of weapon, special rules that apply to a particular weapon, or special rules that apply to a magic weapon. For example, if a Wizard is armed with the Sword of Swiftness, attacks made with that weapon have the Strikes First special rule, but the Wizard cannot claim that wielding the weapon allows them to cast Assailment spells at Initiative 10. To give another example, if a model has a special rule unique to its faction that grants additional rules to a hand weapon (the crew of an Orc Boar Chariot have the Choppas special rule, for example), that rule applies only to actual hand weapons carried by riders or chariot crew, not to weapons belonging to mounts or draft animals that 'count as' hand weapons. Can a Warp Lightning Cannon fire grapeshot? No. Grapeshot can only be fired by a cannon or weapon that fires using the 'Cannon Fire' special rule. Models that are in base contact with different enemy units can choose which to attack. When is this decision made, at the start of the combat or when the model's turn to fight comes? When the model's turn to fight comes. A unit cannot Stand & Shoot if the distance between it and the charging unit is less than the Movement characteristic of the charging unit. But if a unit is charged by two (or more) enemy units and only one is too close, can it Stand & Shoot at the other? No. If any of the charging units are too close to the charged unit for it to make a Stand & Shoot charge reaction, it cannot Stand & Shoot. A Wood Elf Noble that belongs to a Wild Rider Kindred may only wear light armour, but can they also wear a magic helmet? Yes, a helmet can be worn in addition to light armour. In a doubles event, as described in the Matched Play Guide, which armies, if any, can a Renegade Crowns army ally with? If the primary force is a Renegade Crowns, Empire of Man, or Kingdom of Bretonnia army, Renegade Crowns can be fielded as trusted allies. Ogdruz Swampdigga has a Lore Familiar and knows spells from both the Lore of Elementalism and the Lore of Troll Magic. Can he choose his spells from both lores, or from just one? He can choose from both. Can a Steam Tank fire both its steam cannon and steam gun during the same Shooting phase? Yes. If a unit is limited to, for example, 0-3 per specific type of character, or 0-3 per 1,000 points, how many such units can I field in a 2,000 points army at an event using Combined Arms army composition? You can field up to three per character in the first example, and up to six in total in the second example. Combined Arms composition rules only restrict units with no other restriction on them. If a unit has any form of restriction, that takes precedence. Note, however, that 1+ is not a restriction, it’s a minimum requirement. If a Beastmen Brayherds army includes an allied contingent of Beastmen, can the army contain two Herdstones, one in the main force and one in the allied contingent? No. You can only include 0-1 Herdstone per army and, whilst an allied contingent may be in effect a small army within a larger army, in this regard you are ultimately playing with but one army. However, if two players partnered for a doubles game (as defined in the Matched Play Guide), they could each take a Herdstone. When a Tomb Scorpion or unit of Necroserpents makes use of the Terrors Below special rule, is the number of Initiative tests the enemy unit takes equal to its own Unit Strength, or equal to the Unit Strength of the unit using the special rule? The latter. This special rule represents an emerging unit displacing earth and dragging infantry to their doom. How much earth the unit can displace is determined by its own Unit Strength, not by that of the enemy. If a Cathayan Dragon is in base contact with an enemy unit when they transform, can they move out of base contact during their transformation? No. If a single character or unit takes two or more of the same Chaotic Trait, are its effects cumulative? No. When raising dead, can they be raised within an inch of an enemy model? Unless the unit is engaged in combat, no. Does placing a unit of Ambushers into reserve count as deploying a unit? No. Can a character replace the armour with which they come equipped with a lighter, magical armour in order to bypass restrictions imposed on other upgrades? A character can replace one type of armour with another. However, for the purposes of any available upgrades that are restricted based on the type of armour worn, the character is still considered to be wearing the armour they come equipped with. If the Wounds characteristic of a war machine and its crew are different, which do I use to determine Unit Strength? In such cases, use the Wounds characteristic of the crew. Can the Hagtree Fetish be used to re-roll rolls To Wound caused by a Bound Spell? No. Bound Spells are cast by the item they are bound to, whilst Arcane Items such as the Hagtree Fetish affect spells cast by their bearer. Therefore, unless an item specifies it has an effect upon Bound Spells, it does not. If a Wizard engaged in a challenge knows and uses an Assailment spell that can hit multiple enemy models (such as Assailment spells that use a template), are multiple enemy models hit, or is it only the other participant in the challenge that can be hit? When an Assailment spell is cast in a challenge, it can only hit the other participant in the challenge. Does the Waystalker’s Hawk-eyed Archer rule apply to magic items that allow the bearer to cast a Magic Missile? No, it applies only to the Waystalker’s Asrai longbow, or to ranged magic weapons. What happens if I wish to accept a challenge to fight a Warrior's Duel but do not have any single Wound champions in my army? Roll off to determine who takes the first turn as normal. Can Korhil Lionmane or a Chracian Chieftain join a unit of White Lions of Chrace? Yes. Can a Bretonnian army pray for the Blessing of the Lady if it includes an allied contingent? Yes, however an allied contingent of Bretonnians taken as part of any other army cannot pray. In order for Bretonnians to pray, the army they are part of must have the Blessings of the Lady rule, which only Kingdom of Bretonnia armies have. Can the Infernal Puppet be used against a Bound spell? Yes. What constitutes a 'move'? Quite simply, if you touch a model or unit and change its position in any way, it has moved. There are some exceptions to this, a war machine that pivots does not count as having moved, for example, but in the vast majority of cases, the term 'move' follows the broadest definition; if a model or unit shifts its position or changes its location, it has moved. The rulebook lists the minimum size of battlefield as 30\" x 44\" for games of up to 1,000 points, 44\" x 60\" for 1,001 to 3,000 points and 44\" x 90\" for games of 3,001 points or above. Do we have to use these sizes? No. These are the minimum recommended sizes. The normal size battlefield for a game of between 2,000 and 3,000 points is 48\" x 72\" (4' x 6') and players are encouraged to use this. The minimum sizes are based on the folding card battlefields Games Workshop produces. These are ideal when space is an issue or for smaller games. For example, we prefer a 44\" x 60\" battlefield for a game of 1,000 or 1,500 points, rather than the more traditional 48\" x 48\" battlefield. We find the smaller, rectangular shape more pleasing. If I give armour runes to an Anvil of Doom, does the Anvil itself benefit, or just the crew? Just the crew. How many spells can a Wizard attempt to cast during a single phase? For example, if a Wizard knows a Magical Vortex and a Magic Missile, can they attempt to cast both during the same Shooting phase? A Wizard can only cast a number of spells up to their Level of Wizardry per turn, but can attempt to cast multiple spells during a single phase. In other words, should a Level 2 Wizard know two Magic Missiles and one Magical Vortex (three spells), they can only cast two of them per turn, but may cast both during the same phase. Can my Battle Standard Bearer have a higher Leadership than my General? No. As stated on page 203, the General is the character with the highest Leadership. If this means not upgrading the character with the highest Leadership in your army to be your Battle Standard Bearer so that they can be your General, so be it. When a 'Dug In' unit of Skirmishers is charged by an enemy unit, does it lose that status? No. Players have choices to make throughout the game. If both players have the same choice to make at the same time, who chooses first? The active player always chooses first. Sometimes this will be advantageous, sometimes not, but choosing first is the active player’s prerogative. If a unit of Night Goblins that is engaged in combat still contains any unreleased Fanatics, can they be released whilst the unit is engaged? Provided they can be placed within 3\" of their concealing unit and not touching the bases of any other models, yes. If Harald Gemunsen issues a second challenge using his Skilled Duellist special rule, he can fight again immediately. Can his opponent in that challenge fight again? Yes. If Harald's second challenge is accepted it is fought immediately, meaning both Harald and his opponent can fight. However, Harald's mount may not fight, and nor may his opponent's. Some attacks allow a specific model within a unit to be targeted. Can such an attack be used to break the coherency of a unit of Skirmishers and cause other models to be removed as well? No. As stated on page 184, you cannot remove a model from a unit of Skirmishers if doing so would cause the unit to lose coherency. However, if an attack targets a specific model (such as a champion or a character), that model must be removed if the attack reduces it to zero Wounds. In such cases, simply replace the removed model with another model belonging to the same unit, one that could be removed as a casualty, in order to maintain unit coherency. If the spell Arcane Urgency is used to move a unit with Random Movement, can the unit move into contact with an enemy unit? No. Whilst a unit with Random Movement can move into base contact with an enemy unit during the Compulsory Moves sub-phase, Arcane Urgency causes units to move when the spell is cast, during the Remaining Moves sub-phase. Are units required to make Panic tests due to the actions of friendly models? For example, if a Wizard miscasts and rolls a 2-4 on the Miscast table, causing a Dimensional Cascade and inflicting sufficient casualties on a friendly unit to cause it to Panic, must that unit make a Panic test? Yes (that example sounds to us like something that really would cause panic amongst the ranks!). If my opponent and I have agreed to play a 2,000 points game but my army is not exactly 2,000 points (it's 1,997 points, for example), can I take two of something limited to 0-1 per 1,000 points by the army composition list I'm using? Yes. Such limitations are based on the size of the game you are playing rather than the exact points value of your army. Must a unit be in a Phalanx in order to not become Disrupted when charged by a unit with First Charge? Yes. Units do not gain the benefit of being in a particular formation if they are not in that formation. How does Master Rune of Adamant work on an Anvil of Doom? It increases the Toughness of the crew, but not of the anvil itself. When are Ambushers placed into reserve and when is this declared? If your army includes any Ambushers that you wish to hold in reserve, set those units aside before deployment begins, making it clear to your opponent that they are Ambushers and will be held in reserve, rather than be deployed with the rest of your army. Can a Royal Herald take hits on behalf of a Monarch that is engaged in a challenge? No. Heavenly Beacon allows you to modify the roll by +1 or -1 when rolling to determine if Ambushers arrive. Is this cumulative? In other words, is it +2 or -2 if I have two Sky Lanterns? No, it's not cumulative. You may apply a +1 or -1 modifier if you have one or more Sky Lanterns. Can a unit control more than one object on the battlefield? For example, can a unit control a special feature, a battlefield objective, and a secondary objective such as a baggage train, all at the same time? No. If a unit is in a position to control two or more such objects, you must choose one for it to control. If my army includes a Mercenary character, can I make them my General? No. An army’s General must be one of the characters listed in the 'characters' section of the army composition list you are using. Can a Steam Tank's steam cannon fire grapeshot? Yes. Grapeshot can be fired by any cannon (i.e., any weapon that fires using the 'Cannon Fire' special rule), as described on page 226 of the Warhammer: The Old World rulebook. For the purposes of other upgrades, what types of armour are the Armour of Silvered Steel and the Armour of Meteoric Iron? If a suit of magic armour gives an armour value of 6+, it should be considered light armour. If it gives an armour value of 5+, it should be considered heavy armour, and if it gives an armour value of 4+ or better, it should be considered full plate armour. When shooting a cannon, a line of sight is required to the target point, but what about the strike point? A cannon does not require a line of sight to the strike point. However, if anything that would stop a cannonball from bouncing (see 5. Crunch, on page 227) lies between the target point and the strike point, the cannonball will hit it and stop. In other words, you cannot use a high result on the Artillery dice to 'glitch' a cannonball through an impregnable obstacle. If a Fanatic moves into contact with a unit that's engaged in combat, does it hit the unit(s) that unit is engaged with as well? When a Fanatic moves into contact with another unit, it continues in a straight line until it can be placed back on the battlefield. Any units that line passes through are hit. Units the line does not pass through are not hit. When are line of sight and cover determined for a unit that declares a Stand & Shoot charge reaction? When the charge reaction is declared. If a specific natural roll triggers an effect, is that effect still triggered if the dice is re-rolled and the re-roll gives a different result? No. When you re-roll a dice, the previous roll is discarded. This includes any effects that roll may have triggered. If I take a Black Orc Warboss as the General of a Nomadic Waaagh!, can I take a unit of Boar Boys as a Core choice? No. A unit of Boar Boys can only be taken as a Core choice if your General is an Orc Warboss. How does the Dark Coven army special rule from the Wild Herd Army of Infamy interact with the Plague Chalice? In cases such as this, both outcomes can apply. If a natural double is rolled, the spell is cast as a perfect invocation and the caster suffers a hit from the Plague Chalice. However, the caster and any other members of their coven will then also suffer the effects of a roll on the Miscast table, as per the Dark Coven special rule. Does a unit with the Blood Greed special rule always roll only a single D6 when making a Pursuit roll, or only whilst Frenzied? Only whilst Frenzied. The crew of Tomb Guard chariots are equipped with shields. Does this improve the Armour Value of the model from 4+ to 3+? No. A chariot's given Armour Value takes into account such equipment. If a unit upon which Earthen Ramparts has been cast is obliged to declare a charge (if the unit is Frenzied or Impetuous, for example), must it do so? If so, can it make a charge move? Earthen Ramparts does not prevent a unit from declaring a charge, it prevents it from charging. In other words, yes the unit must declare a charge if obliged to do so. However, because the unit cannot charge, it does not move at all and the charge is failed. Some monsters have weapons with notes that state they must make, or may choose to make, one attack, or one additional attack, with that weapon in combat. Can they make more than one attack with such weapons? No. If it is noted on a weapon's profile that the model may or must make a specific number of attacks with that weapon, normal attacks or otherwise, that's how many attacks it makes with that weapon. Can a Wood Elf Realms army that includes an allied contingent place an additional wood using the Woodland Ambush rule? Yes. Note however that an allied contingent of Wood Elves taken as part of another army cannot. How do I determine the centre of a unit of Skirmishers? The centre is the point that is equally distant from the models at the extremities of the group. However, when considering blast templates, the purpose of placing a blast template over the centre of a unit is to ensure a significant number of models are underneath it. In the case of a unit of Skirmishers, this is not always possible. Therefore, you may place the central hole of a blast template over the model closest to the centre of a unit of Skirmishers. Does the Martial Prowess special rule allow models to make supporting attacks with weapons that do not have the Fight in Extra Rank special rule? No. Martial Prowess grants the ability to make supporting attacks to the flank or rear, as well as to its front. It does not grant the ability to make supporting attacks to models not normally able to do so. Units must make a Panic test when a nearby friendly unit with a Unit Strength of 5 or more is destroyed. When is Unit Strength counted – from the start of the turn, the start of the phase, or the point at which the unit is destroyed? From the start of the phase during which the unit was destroyed. For example, if a friendly unit with a Unit Strength of 10 is destroyed by enemy shooting during a single Shooting phase, it causes panic in nearby friendly units. Players are not expected to remember the Unit Strength of every unit from turn to turn or phase to phase, but should keep track of Unit Strength during each phase. If a unit that has 'Dug In' becomes engaged in combat, does it lose that status if a model within it accepts or declines a challenge and moves through the ranks? No. What is the furthest a model can move? No model can move more than twice its Movement characteristic or, when movement is determined by a dice roll (such as when a unit charges or flees), further than the distance rolled. There are, of course, exceptions to this, the most obvious being when a unit in Marching Column marches at triple its Movement characteristic, when models are moved by the effect of a spell, when a unit is obliged to continue its move rather than end up 'on top' of another unit, and obligatory moves (such as when a charging unit wheels to align with the enemy, or when a unit pivots before fleeing). Note that when a unit wheels, those at its rear do not really follow a long, curving path, as it might appear when moving a large block of models on the table. In reality, those models would take a more direct route, following the path of the front rank and resuming their formation behind it. Accordingly, we do not measure the distance moved by models in the rear ranks of a wheeling unit. Note also that, when a unit is permitted a free manoeuvre before or after moving, this is free in that it does not count towards the move itself, but the limitation that no model can move more than twice its Movement characteristic applies within the manoeuvre. A unit of Empire Road Wardens may replace its crossbows with braces of pistols for +1 point per model. If it does so, must the Captain (champion) pay an additional +2 points to do the same? No. If the entire unit replaces its crossbows with braces of pistols, that includes the Captain. If the unit is armed with crossbows, the Captain has the option to replace theirs with a brace of pistols or a repeater pistol. When deploying armies, must units be placed completely within their deployment zone? Yes. Can a character with the Shield of the Lady special rule retire to the rear of their unit after issuing a challenge, enabling them to avoid their opponent's attacks? No. Once a challenge has been issued and accepted neither combatant can retire until the challenge is resolved. Chivalry demands it. When fighting a Warrior's Duel challenge between two unit champions, are such things as magic standards carried by their units counted? No. A Warrior's Duel is fought between the two participants alone, without any support from their units. Casting the same Enchantment or Hex spells on a unit more than once has no further effect, but what about spells with a range of 'Self' that affect all units within a certain distance of the caster? Unless stated otherwise, such spells are not cumulative and casting them multiple times will have no further effect. If one participant in a challenge causes Impact Hits or makes Stomp Attacks, where are they directed? Impact Hits are resolved prior to issuing challenges. Stomp Attacks may be directed against the other participant in the challenge. If a unit's fighting rank is engaged with two enemy units, one of which is a lone character engaged in a challenge, can models within the unit's fighting rank ignore the character even if they are closer to it than to the other enemy unit, or are their attacks lost? Models not engaged in a challenge cannot direct their attacks against models that are. In other words, any models that would normally have to direct their attacks against the character are free to direct them instead against the other unit their unit is engaged with. If a character with the Mark of Nurgle (for example) is mounted on a chariot with the Mark of Chaos Undivided, does the chariot benefit from the character's Mark, or do I have to pay the points to give the chariot the Mark of Nurgle for it to gain the same benefits? If you want a chariot mount to have the same benefits from a Mark of Chaos that its rider has, you have to pay the points to give the chariot the Mark of Chaos. Can a unit that rallies and reforms during the Rally Fleeing Units sub-phase move during the Movement phase? Yes. Does a weapon's AP reduce the armour value of the Armour of Meteoric Iron? No. When does a detachment determine which arc of an enemy unit it will charge into when making a supporting charge? When it is moved, at the end of the Charge Moves sub-phase. When using Domination as a secondary objective, do you get the Victory Points for having more than double the enemy's Unit Strength in a table quarter if there are no enemy models in that quarter? No. To be more than double the enemy’s Unit Strength, the enemy has to have some models in the quarter. If they have none and you do, you gain the VP bonus for that achievement instead. Are the effects of ‘Eternal Taskmaster’ cumulative? No. Are the effects of the Grand Cannon's Thunderous Impact special rule cumulative? In other words, if a unit is within range of two strike points, does it suffer a -2 modifier to its Movement characteristic? No, it's not cumulative. Does the Daemon Heart increase its user’s Dispel Range? No. When a model fights, must it make all of its attacks, or can it choose to make fewer? If a model is able to fight, it must make all of its attacks. Can a Steam Tank's Engineer Commander and steam cannon both shoot during the same turn? Yes. The Engineer Commander doesn't fire the steam cannon, imagine there's a (very hot and bothered) crew hidden away inside the Steam Tank whose endeavours leave the Engineer Commander free to fire their own weapon. Does a unit that includes a Grail Monk with a Blessed Triptych lose Stubborn if the Grail Monk is killed before the rule can be used? No. As per the errata, a unit that includes a Blessed Triptych becomes Stubborn, regardless of whether or not the model that purchased that upgrade has been killed or not. Can you choose not to roll for the arrival of Ambushers during your Start of Turn sub-phase? No. Unless the unit itself or the scenario being played has a special rule that changes the way in which Ambushers arrive, you must roll for their arrival during each of your turns, from round two onwards. However, any special rules that affect the arrival of Ambushers which take effect after the Start of Turn sub-phase but before the Compulsory Moves sub-phase may be used as normal, regardless of the result of the Ambushers roll. Can a model that chooses to Stand & Shoot (or Fire & Flee) as a charge reaction attempt to cast a Magic Missile or Magical Vortex? No. As stated on page 143, models that know such spells can attempt to cast them when chosen during the active player's Shooting phase. Perhaps obviously, this includes Bound spells. The Bow of Loren allows a Wood Elf character to make a number of shots equal to their Attacks characteristic. How does this interact with Enchanted Arrows? When firing an Enchanted Arrow it is assumed the model is firing only once, as is the norm. Therefore, one of the shots fired from the Bow of Loren can be made using an Enchanted Arrow, the other shots are resolved using ordinary (i.e., not Enchanted) arrows. Do magic missiles that require the caster to draw a line from their base require a target? No. As stated in the spell's description, simply draw a line from the caster's base. Any model the line hits is hit by the spell. Is an 'Entrenched' unit protected on all four sides, or just its front? Just its front, as stated on page 270 of the Warhammer: the Old World rulebook. Can a model armed with two hand weapons choose to fight with just one hand weapon? Yes. As noted on page 213, unless stated otherwise, all models are assumed to be equipped with a hand weapon. A model with two has, by definition, two and may choose to fight with just one, foregoing the Extra Attacks (+1) special rule in favour of some other benefit. In a Nomadic Waaagh!, I can take one Black Orc Boss per Black Orc Chariot. If I take a Black Orc Boss mounted on a chariot, does that count? No. You can take one Black Orc Boss per Black Orc Chariot taken as a Core or Rare choice. It does not matter what the Boss is mounted on. If a unit that is subject to any Leadership modifiers uses the General's Inspiring Presence rule (or any other rule that allows a unit to use the Leadership of a nearby character), does the unit ignore those modifiers? No, the modifier will still apply. For example, if a unit loses a round of combat to a Terror causing enemy, the -1 modifier to Leadership caused by Terror applies to whichever Leadership characteristic the unit makes its Break test against, be that its own or that of a nearby character. Can a cannon that is on a hill target a point on the ground if woods, a building or a hill lies between it and that point? No, a cannon cannot shoot over such obstacles, even if it is on a hill. However, a stone thrower can if it chooses to fire indirectly. Sometimes, when a unit of Skirmishers charges or is charged, some of the models cannot move far enough to form up with the rest of the unit. What happens to those models? The unit loses coherency, as described on page 184. This means models belonging to the unit must be removed from play as casualties until the unit becomes coherent. If I mark the position of a unit then proceed to move it before putting it back where it was and moving it again, does this count as a take-back? Yes, absolutely. Can the champion in a unit of Royal Clan Warriors or Hammerers put weapon runes on a gromril great axe or great hammer? No. Weapon runes can only be inscribed upon a hand weapon or great weapon, as defined in the Warhammer: the Old World rulebook. The Royal Clan Warriors' gromril great axes and the Hammerers' great hammers are unique types of weapon, each with their own profile and rules. If one participant in a challenge is killed, can other models engaged in the same combat direct their Attacks against the survivor during the same Combat phase when it is their turn to fight? No. Even if one participant in a challenge has been slain, the challenge is considered to be ongoing until the end of the current Combat phase. How are Victory Points scored for a Night Goblin unit that includes one or more Fanatics once its Fanatic(s) have been released? Fanatics are an upgrade for the unit; their cost is included when working out VP for the unit itself. In other words, the death of an individual Fanatic is not worth any VP, but destroying the unit it was concealed within will earn you the VP for the Fanatic as part of the unit's points cost. If a character joins a unit of Skin Wolves, can they be transfigured by the Warped Form special rule? No. Can a unit upon which Earthen Ramparts has been cast make a Counter Charge charge reaction? No. Can a Necrosphinx make more than one attack each turn with its Decapitating strike? No. The decapitating strike profile must be used as noted – to make one additional attack. Mastery of the Elemental Winds can only be used once per turn, but is this once per Wizard or once per army? Once per army. Models in a fighting rank cannot fight if they are killed before they have a chance to fight. But can models in a second fighting rank (in the case of units within the Press of Battle rule) fight if the model in front is slain, and can a model make a supporting attack if the model(s) in the fighting ranks(s) in front of it are slain? Yes. Unless they have been killed, models that are in a fighting rank or that are able to make supporting attacks can do so as normal. In other words, casualties inflicted reduce, firstly, the number of models in the fighting rank(s) that are able to fight (starting with the first fighting rank) and, secondly, the number of models in the 'supporting rank' that are able to fight. Can a unit with Defensive Stakes be hit by Impact Hits or Stomp Attacks by a charging enemy? Yes. Whilst the stakes might do tremendous damage to 'cavalry' and 'chariots', the momentum of such models when they charge will carry them into the archers, although they may be turned to kindling in the attempt. When a model hits an enemy unit using the Deathblow special rule, does that hit benefit from that model's special rules? Yes. Bearing two or more Obsidian Lodestones gives better Magic Resistance, but does an Obsidian Lodestone improve Magic Resistance granted by a different source? No. Does an allied contingent have to abide by the restrictions given in the army composition list it is drawn from? Yes. An allied contingent is a small army within a large army, made using a Grand Army or Army of Infamy composition list. Within a 2,000 points army, for example, an allied contingent of 500 points would have to spend at least 125 points on Core units, could spend no more than 250 points on characters, and would be unable to include any units limited to 0-1 per 1,000 points. Can a cannon target a point on the ground if another unit lies between it and that point? Not unless that cannon is on a hill and the unit is not. However, as above, a stone thrower can if it chooses to fire indirectly. Before a Steam Tank charges, can it use the Steam Power special rule to increase its Movement? No. The Steam Power special rule can be used by a Steam Tanks, a model that cannot march, instead of marching. In other words, in instances where most models or units would increase their movement by marching, a Steam Tank can instead make use of the Steam Power special rule. Charging is not such an instance. If my Battle Standard Bearer refuses a challenge and retires from combat, can other units still benefit from their \"Hold Your Ground\" special rule? Not whilst that character's unit is still engaged with the model that issued the challenge. Battle standards are somewhat less inspirational whilst being used as a blanket to hide beneath. Does the Armour Bane (X) special rule apply to spells cast by a model with the rule, such as Assailment spells, Magic Missiles or Magical Vortexes? No. If a Wizard has a special rule that applies when they attack an enemy, such as Killing Blow or Armour Bane, is that special rule applied to any spells they may cast? Absolutely not. How does a unit of Skirmishers form up when charged by two or more different enemy units from different directions? The Skirmishers should form up against the first charging unit to move into contact with them. The remaining enemy units then charge the formed Skirmishers. If any units are unable to complete their charge moves, their charges are failed. Can a Black Orc Boss take a Black Orc Chariot as a mount in an army made using the Orc and Goblin Tribes Grand Army composition list? They cannot. With heavy hearts, we must inform everyone who asked that that option is only available in armies made using the Nomadic Waaagh! Army of Infamy composition list. Can a missile weapon be used in combat? No. Can a model use a Breath weapon after marching? No. A model cannot shoot during the Shooting phase if it marched during the preceding Movement phase and, although they work differently to most missile weapons, Breath weapons are a type of missile weapon. If a unit charges an enemy unit upon which Earthen Ramparts has been cast, must it follow all the rules for charging an enemy unit behind a defended low linear obstacle, even though there is no such physical terrain between the two units? Yes. A unit upon which Earthen Ramparts has been cast counts as being behind a defended low linear obstacle when charged. Think of the spell’s effect as representing a magically manifested obstacle between, rather than a physical terrain feature. What happens if a Hit is rolled on the Scatter dice for an object that moves in a random direction, do I use the small arrow on the Hit icon to determine the direction? Essentially, objects that move in a random direction scatter, as described on page 95. Such objects only move in the direction shown by the small arrow on the Hit icon if the rules tell you they do so. Otherwise, the object does not move. Is Overkill counted by or against a champion in a challenge, or does it only count for characters? Overkill counts in all challenges, whether the participants are characters or champions. Can a unit move whilst locked in combat? No. What happens to a Fanatic that moves into or through the front arc of a unit of Bretonnian Peasant Bowmen equipped with 'defensive stakes'? Nothing good. Defensive stakes function very much like linear terrain, therefore a Fanatic that moves into contact with a row of defensive stakes, from any direction, comes to a very sudden stop and is removed from play as a casualty. Do runes inscribed upon a Doomseeker’s whirling blades of death apply to Impact Hits? Yes. As stated under Whirlwind of Death, Impact Hits caused by a Doomseeker are resolved using the profile of its whirling blades of death, which includes any runes the weapon is inscribed with. Whilst Drain Magic is in play, does it increase the Casting Value of Bound spells? Yes. If the musician and/or standard bearer in a unit of Slayers are models that have been upgraded to Giant Slayers, what happens if they are slain, is their instrument and/or standard picked up by another Giant Slayer or by a Troll Slayer? It rather depends on the models that remain in the unit. If any Giant Slayers remain, they will pick up the instrument or standard, replacing the slain models like for like. If no Giant Slayers remain, a Troll Slayer will take their place. Note also that Giant Slayers are not unit champions. Thus in a unit of Slayers, the standard bearer would be the last model removed. Does a unit of Battle Pilgrims that includes a Grail Reliquae benefit from Blessings of the Lady, or just the Grail Reliquae itself? If the unit includes a Grail Reliquae, the entire unit gains Blessings of the Lady. Are the effects of the Casket of Souls' Bound spell 'Light of Protection' cumulative? No. Are unsaved wounds caused by the mount of a model bearing the Laurels of Victory worth 2 combat result points? No, only unsaved wounds caused by the bearer (the rider) count. What happens to a Fanatic that ends its movement within the Command range of one or more models with the Hostile Terrain special rule? The Fanatic must make a Dangerous Terrain test. Rather than creating an area of dangerous terrain, Hostile Terrain represents a model laying traps and creating hazards, causing enemy models to make a dangerous terrain test should they end their movement within that area. Can a cannon be shot in such a way as to hit an enemy unit that is engaged in combat with a friendly unit? No. Page 143 of the rulebook makes it clear that, except in rare cases, units cannot shoot enemy units that are engaged in combat. In the case of cannon, this means the target point cannot be placed in such a way as to risk the cannonball hitting a friendly unit, or an enemy unit engaged in combat with a friendly unit. When a character takes a chariot as a mount, do they replace one of the crew? No. The points you pay for a chariot include its crew, whether that chariot is included in your army on its own or as a mount for a character. However, in reality it might prove difficult to fit a character and the full complement of crew into the chariot model itself. If so, it is perfectly acceptable to remove one or more of the crew models to make space for the character. In such cases, we can think of the missing crew model's profile(s) as a way of representing that the beasts pulling a character's chariot are bound to be bigger, stronger and better trained than normal. If a model has Armour Bane (X) listed amongst its special rules (i.e., if the model has the special rule itself rather than a weapon it carries having it), does it apply to Impact Hits or Stomp Attacks? Yes. If a unit with the Press of Battle rule has not yet fought, models from the end of the first fighting rank will 'close in' as described on page 150, into base contact with the enemy. But can models from the second fighting rank 'step forward' into base contact and fight immediately? Yes. As stated on page 150, models cannot fight during a phase in which they stepped forward into a fighting rank. However, models already in a fighting rank can step forward and close in as described, maximising their number of Attacks. Models cannot cast Magic Missiles or Magical Vortexes after marching, but does this include Bound spells? Yes. If a Wizard has a magic item or special rule that allows them to re-roll a failed Casting roll, can they re-roll a natural double 1 and avoid a Miscast? No. A roll of a natural double 1 isn't merely a failed Casting roll, it is a Miscast, as described on page 109. What happens if a scatter roll causes any part of an object to cross beyond the edge of the battlefield? The object is removed from play. Can a Troll Hag be the General of an Orc and Goblin Tribes army made using the Grand Army composition list? No. A Troll Hag is a Rare choice in the Orc and Goblin Tribes Grand Army composition list. She can, however, be the General of a Troll Horde. Does a magic standard that affects a unit's weapons (the Razor Standard, for example) also make those weapons magical, giving them the Magical Attacks special rule? Not unless the description of the magic standard in question states that the weapons of a unit carrying it gain the Magical Attacks special rule. Generally speaking, purchasing a magic item doesn't conjure up additional bonuses from the æther. Can the spell Spectral Doppelganger from the Lore of Illusion be used with a magic weapon that allows the wielder to make only a single attack? No. Weapons limited to a single attack can only inflict a single hit. Can a Doomseeker join a unit of Slayers? No, as per the errata, a Doomseeker is not a character. They are loners and outcasts even amongst Slayers and, as such, act as a unit of one model. Do the points I spend on Core units within an allied contingent count towards the minimum percentage of Core units overall? No. Two characters are engaged in a challenge whilst their units battle around them. At the end of the round, the losing unit might Fall Back in Good Order or Give Ground. If their enemy pursues or follows up, does the challenge continue? Yes. As stated on page 211, if both participants in a challenge survive the round and if the combat continues, the challenge continues. Is a unit's maximum possible charge range the maximum distance from an enemy unit at which it can declare a charge, or the maximum distance it can move when making a charge move? It is the maximum distance from an enemy unit at which it can declare a charge. Do Skirmishers have flank or rear arcs whilst engaged in combat? Whilst Skirmishers do form up when engaged in combat, they are not considered to have flank or rear arcs for the purposes of calculating combat result points. Does Press of Battle apply to a unit's flank and rear arcs, or just to its front arc? If a unit has and is able to use the Press of Battle rule, it can do so regardless of which of its arcs the enemy is engaged with. Can a Casket of Souls move at the end of the Shooting phase of its turn using the Reserve Move special rule (should it have it)? No. How does the Spectral Doppelganger spell interact with weapons that have either the Strike First or Strike Last special rule? The spell is cast at the Wizard's Initiative, meaning attacks generated by the spell are made at the Wizard's Initiative. However, if the casting Wizard wishes to use a weapon with the Strike Last special rule, those attacks are made at Initiative 1. When a unit performs a manoeuvre, can its front edge pass through another unit? No. The only exception to this is when a unit pivots. When a Goblin Hewer shoots using the Whirling Death special rule, does it add a D3 modifier to the number of shots rolled for each rank or file, or just a single D3 modifier? Roll an Artillery dice, plus an extra D3 per rank or file of the unit, depending upon which arc the weapon is shooting into. Can any type of cannon fire grapeshot? Only cannons or weapons that fire using the 'Cannon Fire' special rule may also fire 'Grapeshot', as described on page 227 of the Warhammer: The Old World rulebook. This is in addition to any other special rules or additional modes of fire the weapon may have. Some mounted models have the Counter Charge special rule but others do not, even though they have the same type of mount. Is this intentional? Yes. Counter Charge is a rule that represents the skill and ferocity of the rider, not their mount. In other words, not every rider is willing or able to perform a counter charge, regardless of their mount. If a Troll Hag purchases a magic weapon, are any of its special rules conferred onto Motherly Love attacks? No. If she attacks normally, she can use her magic weapon. If she makes a Motherly Love attack, she does not use her magic weapon. If I upgrade a unit of Boar Boyz to be Big 'Uns, do their War Boars benefit as well? Yes. Note that the Strength characteristic of Big 'Uns is modified whilst they are engaged in combat, and that Impact Hits are made using the model's unmodified Strength characteristic. If a model is required to make a Leadership test using its own Leadership characteristic, can it use the Leadership of a different model, the General for example, instead? No. When the rules state a model must make a Leadership test using its own Leadership, it must use its own Leadership. If a spell has two Casting Values, do I have to say which I'm attempting to cast the spell at before making my Casting roll? No, your casting result determines the 'strength' of the spell. In other words, the higher your casting result, the more power the spell will have and the greater its effect will be. A character mounted on a ridden monster or a chariot can choose to use their own or their mount's armour value, whichever is better. If the character wears magic armour but I choose to use the mount's armour value, can I still claim other benefits conferred by the magic armour? No. You must use a magic item fully or not at all. Does a spell cast on a Regimental Unit affect its Detachments, or vice versa? No, spells that affect a unit only affect the unit they are cast on. Can the wearer of the Wizarding Hat cast spells whilst wearing armour? Yes. The wearer of the Wizarding Hat is not actually a Wizard – their magical powers are granted by a haunted hat which is not affected by any armour the model may wear. What happens if a unit in Lance formation that declares a charge finds its movement blocked by the presence of an enemy unit to its flank, where the unit gets wider? Such situations are covered by the rules for Accidental Contact During a Charge. If the Lance can wheel around the enemy unit, it should do so. If not, the Lance has two choices; halting its charge or continuing ahead and making contact with the enemy unit, treating it as a redirected charge. If a unit bearing a standard inscribed with the Master Rune of Hesitation Falls Back in Good Order and is pursued and caught by an enemy unit, does the rune take effect? Yes. When a pursuing unit catches an enemy unit that Fell Back in Good Order, it counts as having charged that unit. If a model bearing the Laurels of Victory Stands & Shoots as a charge reaction, causing one or more unsaved wounds, are those unsaved wounds each worth 2 combat result points? No. Can a unit that is partially on a hill shoot in two ranks? No. To claim the benefits of being on a hill, a unit must be entirely on the hill. If a character is within one fighting rank they cannot move through the ranks to join another. Might this prevent them from accepting a challenge? No. If a character is eligible to accept a challenge they can do so wherever they are in a unit and will move through the ranks into base contact with their opponent. However, if it is awkward to move a model, it is quite acceptable for the players to agree it has moved and fight the challenge as if the combatants were in base contact, thus avoiding too much disruption. When a unit of Skirmishers becomes engaged in combat and forms up, must any command group models it contains be placed in the fighting rank? Yes. When a unit wheels, is it acceptable for a rear corner to pass through another unit? Yes, provided the unit does not end its movement 'on top' of another unit or within 1\" of an enemy unit. Is it possible to resurrect models in a unit of Skirmishers? Yes, simply place the resurrected models in coherency (i.e., within 1\" of another model) with the rest of the unit. Does the Griffon Standard allow a unit to claim a higher Rank Bonus than normal for its troop type? Yes. As stated in the item's rules, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1, meaning a unit with two extra ranks could claim a Rank Bonus of +4, rather than the usual +2. If a unit of enemy infantry charges a unit with the Master Rune of Hesitation, can it make use of the Press of Battle rule to fight in two ranks? No. Although the Rune prevents a charging enemy unit from using certain weapons or special rules, the unit has still charged, and thus cannot make use of the Press of Battle rule. Can the wearer of the Wizarding Hat also wear a magic helmet, such as the Bedazzling Helm? Yes, because one is an enchanted item, the other is a type of magic armour, but we hope anyone equipping a model in such a way would make the effort to depict it wearing two hats! Can a war machine shoot using the Ballistic Skill of a character that has joined it? No. Because a war machine and its crew are treated as a single model, you must use the crew's BS. If I have a character with an armour value of 6+ mounted on a chariot with an armour value of 4+, for example, am I obliged to use the chariot's armour value? No, you choose whichever armour value is better. However, allowing for magical armour and other special rules, 'better' is somewhat subjective. Obviously an armour value of 4+ is better than one of 6+ but there is often more to deciding which armour to use than just the armour value it offers, many types of magic armour confer additional bonuses that make them better. Basically, when the rules say 'choose', they are giving you a choice. When a unit Counter Charges, it rolls D3+1 to determine how far it moves. Is this roll counted as a Charge roll? No. How many attacks can a model with a split profile make if it is in the fighting rank but not in base contact with the enemy? A model with a split profile consists of not one model, but several, all sharing the same base. Therefore, each model on that base could make a single attack. In the case of a cavalry model, for example, this would be one attack from the rider and one from their mount. Can a unit on a hill draw a line of sight across and shoot over another unit on the same hill? A unit that is closer to the top of a hill (i.e., the centre of the hill or the edge of the battlefield) can draw a line of sight across and shoot over one that is closer to the bottom. Units cannot draw a line of sight across or shoot over units that are closer to the top of a hill than they are. If a Remains in Play spell with two Casting Values is cast at the higher value, which is used when trying to dispel it during the Conjuration sub-phase? As stated on page 111, in order to dispel a Remains in Play spell during your Conjuration sub-phase, you must beat the minimum casting value given in the spell's description. This is the case even if the spell was cast at the higher of two given casting values. When shooting a Doom Diver catapult, the template can be moved D3\" after scattering. Can I use this to move the template so that it hits an enemy character that is within 3\" of a unit, a character that could not usually be targeted by shooting? Yes. The template must be moved the full distance rolled on the D3 but, if that allows you to position it to hit an enemy character, you may do so. Sneaky Goblin Doom Divers steer their flight in an attempt to hit the best possible target, so this is completely in character. Can the size of a range 'self' spell's aura of effect be increased by the Idol of Gork? No. The aura of effect of a range 'self' spell is not its range. Some single use special rules and magic items require a Leadership test to use. Do they count as having been used even if this test is failed? Yes. How does a bolt thrower work when shooting at a unit in Lance formation? The number of models hit is based on the number of ranks overall. For example, a Lance of six knights (arranged in ranks of one, two and three models) would suffer three hits. When a Lance is shot in its flank by a bolt thrower, the number of hits is based on the widest file. To continue the example above, three models would be hit based on the depth of the unit. If a unit of enemy infantry charges a unit with the Master Rune of Hesitation, does it gain the Initiative bonus for charging? Yes. The Master Rune of Hesitation only prevents the use of certain weapons and special rules. If two units are engaged across a low linear obstacle, are they limited to making just a single attack because they aren't in base contact? No. Whilst a charging unit will become disordered, and whilst Impact Hits and Stomp Attacks cannot be made due to the presence of the obstacle (as stated above), units are otherwise able to fight normally across a low linear obstacle, as if they were in base contact. Some war machines can have additional models attached to them, such as the Orc Bully. If the war machine is destroyed, are any attached models also destroyed? Yes. Is there a maximum beyond which characteristics cannot be modified? Unless a rule specifies a maximum, no. If a character whose mount has a different sized base to the models in a unit making up a Lance formation wishes to join that unit, where should I place the model? The Lance formation offers a bit more flexibility than other formations. For example, it is perfectly acceptable to place a character such as a Duke or a Baron at the front of the Lance should you wish. In the case of a Handmaiden of the Lady, the Shield of the Lady special rule allows such models to be placed at the rear of such units. Alternatively, they can be placed within the unit. In this case, the extra base size will make very little difference to the shape of the unit. If a Wizard wears the Wizarding Hat, does it increase their Level of Wizardry? No. As stated in the item's description, the wearer of the Wizarding Hat is a Level 1 Wizard and knows one randomly generated spell. This is clearly a huge detriment to a powerful Wizard, but might be a boon to any character that is not a Wizard. If a unit charged by two or more enemy units Counter Charges one of them, it may end its movement presenting a different arc to the other charging unit(s). Do those units resolve their charges against those arcs? Yes. When a unit Counter Charges, it risks exposing its flanks or rear to the enemy, such are the perils of bravado. Some chariots are equipped with large scale missile weapons such as bolt throwers. Who shoots such weapons; the crew, the beasts that draw the chariot, the chariot itself, or a character mounted upon the chariot? Missile weapons mounted on chariots (or howdahs) are shot by the crew, using their Ballistic Skill. When a unit wheels, do you have to measure the curvature of its movement? No, simply measure the unit’s movement in a straight line from the end of the front rank furthest from the corner around which the unit pivots. All Goblins Fear Elves. If a unit of Elves causes Fear, does this lead them to cause Terror in Goblins? No. If a character mounted on a ridden monster or chariot carries a shield, does that improve the mount's armour value? No, a shield is carried by the character, not the mount. How many Remains in Play spells can I attempt to dispel during my Conjuration sub-phase? As many as you wish, or, perhaps more accurately, as many as your opponent has in play and as many as you are able. Does the presence in a unit of a character whose base takes up the space of two or more models in two or more ranks reduce that unit’s rank bonus? No. Can a Drilled unit redress the ranks before making a Counter Charge charge reaction? Yes. When a unit in Lance formation is engaged in combat, every model on the outside counts as being in base contact. How many enemy models count as being in base contact with the Lance? Every model within the first fighting rank that is within a number of inches equal to its Movement characteristic of the Lance. In the case of enemy regular or heavy infantry, the second fighting rank is not in base contact – there is another rank in the way. When a Lance charges, it pierces deep into the enemy formation, pushing warriors back and causing the enemy lines to close around it. It’s very hard to show this on the table though, hence the abstraction. Note that this can create an area of ‘dead ground’ between a Lance and a unit it is engaged in combat with. If any enemy units are caught within this, refer to the rules covering ‘accidental contact’ on page 131 of the Warhammer: the Old World rulebook. Do potions affect a model's mount? No. Can the Glowy Green Amulet be used by a character that isn't a Wizard? Yes. The Glowy Green Amulet is a talisman, meaning any character that can take magic items can take it. However, if they wish to use it against an enemy spell, they do so instead of a Wizardly dispel attempt being made. This means that you cannot also attempt a Wizardly dispel against a spell you use the Glowy Green Amulet against, even if the Glowy Green Amulet explodes. If a unit will have to wheel before or during a charge, do I have to allow for that when declaring and measuring the charge? Yes. Wheeling during a charge is part of the charge move. The free wheel to align once contact is made is free. What happens to a Remains in Play spell that is already in effect if the Wizard that cast it attempts to cast it again? It ends immediately. Can a Close Order unit of just one model claim the Close Order combat result bonus? Yes, provided it has a high enough Unit Strength (as per the errata on page 1). A unit of just one model is still a unit. Can a unit arrayed in Close Order or Open Order formation be one model wide? Yes. If some of my opponent’s attacks cause multiple Wounds to be lost per unsaved wound they cause, in what order are those unsaved wounds applied to my unit? Apply unsaved wounds to a unit one at a time and one model at a time. When a model is reduced to zero Wounds on its profile, it is removed from play as a casualty (as described on page 102). If a model loses more Wounds than it has on its profile, the excess wounds are lost – they do not spill over onto other models in the same unit. With this in mind, apply unsaved wounds that cause models to lose all of their remaining Wounds first (Killing Blows and Monster Slaying Blows, for example), then unsaved wounds that cause multiple Wounds to be lost (Multiple Wounds (X), for example), then, finally, unsaved wounds that cause a single Wound to be lost. Is a charging Lance blunted if an enemy unit counter charges it? No. As both units are charging, the clause that a Lance is blunted if it is charged and does not counter charge is negated. If the Scroll of Transmogrification is successfully used against a Wizard mounted on a ridden monster (a Dragon, for example), what happens to the mount? The Wizard is transmogrified, but not their mount. In the example given, you would be left with a Frog riding a Dragon. A Clumsy unit cannot be joined by a character that is not also Clumsy, but can a Clumsy character join a unit that is not Clumsy? Yes. What happens to a unit that Gives Ground whilst within 2\" of the edge of the battlefield? Should any part of a unit cross beyond the edge of the battlefield whilst it is Giving Ground, the entire unit is removed from play and counts as having been destroyed. Can a model wearing armour or carrying a shield cast a Bound spell? Yes. If a unit whose troop type is 'infantry' that has been joined by a character whose troop type is 'cavalry' charges an enemy unit with the Counter Charge special rule, can that unit Counter Charge? No. A unit's troop type doesn't change when joined by a character. When a unit redresses the ranks, must the width of its front rank be increased or decreased as equally as possible on either side? Yes. The exception to this is when the width of the front rank is increased or decreased by an odd number of models. In such cases, one side of the unit will gain or lose one more model than the other side. What happens if a Scroll of Transmogrification is used on a Bound spell? After testing against the item's Power Level (in place of its Level of Wizardry), it may be turned into an inanimate frog, rendering it useless until it turns back. During each Start of Turn sub-phase, you may roll a D6 for each transmogrified item in your army to see if it returns to normal, as described on page 343. Can a unit with the Finest Warhorses special rule re-roll the dice when using Swiftstride? No. Finest Warhorses allows a unit to re-roll its Charge roll, but the D6 rolled when using Swiftstride is not part of the charge roll; it is rolled to give a modifier to the result of the Charge roll. Does a unit that is joined by a character of a different troop type gain the rules associated with the character’s troop type? No. How far does a model with the Random Movement special rule move when making a Counter Charge? As stated in the Counter Charge special rule, a model that makes a Counter Charge moves D3+1\". What happens to a unit that cannot Give Ground due to the presence of another unit? The unit's movement stops immediately, as if it were surrounded. Does a unit that has to declare a charge due to being Frenzied or Impetuous have to do so if a friendly unit of Skirmishers lies between it and a potential charge target, obstructing its movement? If there is a chance of the Skirmishers moving so that they are no longer an obstruction (if they declare a charge, for example), yes. Otherwise, no. Can a Wizard attempt to dispel a Bound spell by attempting a Wizardly dispel? If the Wizard is within range of the model casting the Bound spell and not otherwise prevented from attempting a Wizardly dispel, yes. As stated on page 109, you may attempt to dispel a Bound spell as usual. Can models choose not to make Armour, Ward or Regeneration saves if it has them? No. If a model can attempt to make a save, it must. Can a Wizard with a physical attribute that 'counts as' a type of armour (such as a Treeman Ancient's arboreal armour) make Casting or Dispel rolls? Yes. Whilst such attributes are as protective as a suit of armour, such models do not wear armour. Can a Wizard with a Lore Familiar choose one of their faction's signature spells instead of the signature spell of their chosen lore? No. Can a character who is within the fighting rank of their unit but not in base contact with the enemy move through the ranks so that they are? No. Characters can move through the ranks into the fighting rank, but cannot move within the fighting rank. A pursuing unit must move directly towards the fleeing enemy, but must it move forwards whilst doing so, or can it move sideways? As stated on page 123, units must move forwards unless performing a manoeuvre (or when Giving Ground). This includes whilst pursuing. Although it cannot make a charge move, a unit in Marching Column can declare a charge. Why is this? There are several reasons. Firstly, a Drilled unit that declares a charge whilst in Marching Column can freely redress its ranks to adopt Combat Order after determining its charge range, but before moving, thus allowing it to make a charge move. Secondly, units that are obliged to declare a charge in certain circumstances (those that are Frenzied or Impetuous, for example) must do so even whilst in Marching Column. If they cannot make the charge move, they don't move at all and the charge is failed. This prevents Marching Column being used to avoid declaring compulsory charges. Alternatively, there might be a psychological advantage to declaring a charge with a Marching Column. For example, the unit might cause Terror, or the charge target might already be fleeing. Of course, it isn't easy to set up situations where such tactics can be used and therein lies the challenge. If a unit with the Press of Battle rule has two fighting ranks, can I remove casualties from the second rank? No. Models in the first fighting rank, the rank in base contact with the enemy, fall first as casualties. Can a Drilled unit redress the ranks before Giving Ground? Yes. A unit that Gives Ground is not a fleeing unit. Note that, as mentioned previously, should any part of a unit cross beyond the edge of the battlefield whilst it is Giving Ground, the entire unit is removed from play and counts as having been destroyed. It is intentional that a Drilled unit might be able to avoid this fate. How many spells does a Wizard with an Arcane Familiar know? For example, does a Level 3 Wizard know three spells from two Lores (two from one and one from the other), or six spells, three from each Lore? An Arcane Familiar does not increase the number of spells a Wizard knows, it simply allows them to know spells from two Lores. Thus a Level 3 Wizard would know three spells from two Lores. If a unit has to pivot before fleeing from an enemy it is engaged in combat with, must it make Peril tests? No. As stated on page 125, units ignore other units whilst pivoting. Can an Evasive unit use that special rule whilst engaged in combat or whilst fleeing? No. If a unit contains models of two different troop types, how do I determine its maximum rank bonus? In such cases, the troop type of the majority of the models determines the unit’s maximum rank bonus. Can a character be placed amongst a unit's command group? Yes. If a Drilled unit in Marching Column has to declare a charge due to being Frenzied or Impetuous, can it choose not to use Drilled to redress the ranks and adopt combat order? If it is able to redress the ranks (i.e., if there is space for it to do so), no. A unit that is obliged to charge must endeavour to make use of any special rules it has in order to charge. The unit just really wants to charge, and it'll play this game without you if it has to! If a Wizard has joined a unit, can they cast spells from any rank, or must they be in the front rank? Unless they have a special rule that states otherwise, a Wizard must be in the front rank (or the first fighting rank) of their unit to cast spells. Like all characters, Wizards bring no benefit to their unit by skulking in the rear ranks. If I want to charge an enemy unit that is a Large Target with a unit of mine that is in its front arc (for example) but cannot because the enemy unit is already engaged in its front arc, can I instead charge its flank? No. Sometimes a charge isn't possible. If there is no space for a character in the front rank of a unit with the Press of Battle rule, can they join the second rank? No, characters must be placed in the front rank. If this is not possible, they retire to the rear. Some models can be found in one faction's army list, but can be included in an army made using a composition list belonging to a different faction (Dragon Ogre Shaggoths, or units that can be included as Mercenaries, for example). What lists of magic items do such models have access to? Models can purchase magic items from the list of common magic items in the Warhammer: the Old World rulebook, or from their own faction's list of magic items. A Dragon Ogre Shaggoth, for example, can purchase items from the common or Beastmen Brayherds magic item lists. Do effects that modify a model's Movement characteristic also modify how far a model with the Fly (X) special rule can fly? Yes. If a model has the Fly (X) special rule, the number given in brackets is essentially a second Movement characteristic. Any effect that modifies one will modify both. What happens if a unit that wishes to make a pursuit or overrun move cannot move due to the presence of other units? It may happen that it is simply impossible for a pursuing or overrunning unit to move without it ending up 'on top' of another unit. In such cases, the unit does not move, but is considered to have made a pursuit or overrun move. Does a Wizard that has joined a unit need to be in base contact with an enemy model to cast an Assailment spell, or do they only need to be within the fighting rank? They do not need to be in base contact, but they must be in the first fighting rank. How does a Close Order unit of just one model act, is it still a Close Order formation, or does it act like a Skirmisher? A Close Order unit always acts as such, even if it only contains a single model. If a Wizard declines a challenge and retires from combat, does their unit lose the benefits of any range 'Self' spells that Wizard has cast? Yes. A fighting rank cannot contain more characters than it does rank and file models. In the case of a unit with the Press of Battle rule, does this include rank and file models in a second fighting rank? No. No single fighting rank can contain more characters than it does rank and file models. It doesn’t matter how many fighting ranks a unit might have. Can a model with two versions of the Fly (X) special rule combine both and fly further? No. A model that has more than one version of the Fly (X) special rule essentially has two Movement characteristics it can use when flying. Of these, you may use the best. If a unit completely destroys its enemy in combat and makes an overrun move, can it attempt to reform after moving? Unless it pursued into a fresh enemy, yes. A unit that overruns makes a normal pursuit move and, since its enemy has already been wiped out, it may attempt to reform as if it had run down its foe, as described on page 129. If a single model unit straddles two arcs of an enemy unit it wishes to charge, is it always considered to be in the arc that gives the least advantage? No, this is only the case when you cannot determine which arc of an enemy unit a charging unit is within. If it is clear that the majority of a charging unit is within one particular arc, even if that unit consists of only one model, it will charge into that arc. Does a unit count as being obscured when some of the models within it are behind others? No. A unit cannot be obscured from the enemy by itself. What’s more, models within a unit do not obscure the enemy from other models within the same unit. They either completely block line of sight, or present no obstruction. If a unit with the Fly (X) special rule moves over a magical vortex that counts as dangerous terrain, is it affected by it? Yes. Magical vortexes are considered tall enough to affect even models that are flying high above the battlefield. Can characters displace command group models into the second rank of a unit with the Press of Battle rule? No, command group models must always be in the front rank of their unit. If a unit with the Fly (X) special rule is engaged in combat, can it use its 'Fly Movement' characteristic when determining which models are close enough to models within the enemy unit to fight or make supporting attacks? No. Models with the Fly (X) special rule only fly whilst moving. In other words, such models are considered to have landed on the ground whilst the fighting takes place, and must use their given Movement characteristic to determine if they are close enough to the enemy to fight. On page 157 it states that units that pursue and catch an enemy that Fell Back in Good Order count as having charged during the next turn, but what exactly does this mean? Exactly what it says – the pursuing unit counts as having charged its enemy during the next turn of the game, when the combat is fought, even though the unit will not actually have moved during that turn. This means rules and weapons that can only be used by charging models can be used, that Initiative modifiers for charging are granted (based on the distance the unit pursued), and so forth. If a unit charges an enemy that is defending a low linear obstacle, can it stop on top of the obstacle? No. As stated on page 270, the charging unit moves into base contact with the obstacle. Can different saves be combined together to improve their save value? For example, if a model has two Ward saves, can they be combined to give a single Ward save with a better Warding value? No, values given as a target number cannot be combined to lower the target number. If a model has two or more Ward saves, as per the example, simply use the best. If a model with a split profile has the Impact Hits (X) special rule, do all parts of the model cause Impact Hits? No. Impact Hits are only made by a mount, not by its rider(s). In the case of a chariot, Impact Hits are made by the chariot itself, not by the beasts that draw it. If a rider has their own Impact Hits (X) special rule, these are made separately by the rider. If a character is in any rank of a unit other than the front rank (or the first fighting rank, in the case of units engaged in combat), for any reason, do they confer any bonuses onto the unit? No, not unless they have a special rule stating otherwise. Characters must lead from the front or retire to the rear. When a unit redirects a charge, can it charge a unit that lies beyond its maximum possible charge range? No. Whilst running down the foe, is a charging unit considered to be pursuing a fleeing enemy for the purposes of crossing the edge of the battlefield, etc.? Yes, a unit that runs down the foe is very much pursuing a fleeing enemy whilst doing so. If a model has Killing Blow or Monster Slayer, does a roll To Wound of a natural 6 cause an enemy to lose all of its remaining Wounds even if that enemy would normally be too tough to wound? No. If a model cannot wound an enemy, it cannot kill it. If a Warband character (as described on page 180) joins a Warband with a Rank Bonus of one or more, does the modifier to their Leadership characteristic increase their Command range? Yes. When a unit enters the battle as reinforcements, is there a limit to how far onto the battlefield models can be placed? Yes. The unit is considered to have moved onto the battlefield. Therefore, no model can be placed more than twice its Movement characteristic from the edge of the battlefield its unit enters from. Impact Hits and Stomp Attacks cannot be directed against a character that has joined a unit unless that unit has a Unit Strength of five or less. Does this limitation also apply to unit champions? Yes. Whilst unit champions are not characters, they function like characters in many ways, and this is one. Impact Hits and Stomp Attacks are indiscriminate, and targeting specific models, like unit champions, is not possible unless there are fewer than five rank and file models in the unit. My unit wishes to shoot at an enemy lone character. However, an enemy unit that is more than 3\" away from that character presents a closer target. Can I shoot at the lone character? Yes. The rule that a lone character cannot be shot at unless they are the closest target only extends to units they are within 3\" of. If a unit is more than 3\" from the character, it does not protect them, regardless of how close it is to the enemy. If a unit with Frenzy or Impetuous has two movement characteristics (for example, if it can also Fly), does it have to use the greater when determining if it must declare a charge? If it is able to use the greater, then yes, it must (tactically, you might not want it to, but a Frenzied Lord of Chaos on a mighty Dragon doesn't care about your tactics!). Can my unit shoot at an enemy character that is within 3\" of an enemy unit if that unit is not itself an eligible target? No. If the requirements given on page 206 are met, the character cannot be targeted. Can a Wizard cast a Conveyance spell during a turn in which they charged? No. Can a character that has joined a unit of models of a different troop type be targeted by enemy shooting? For example, if a character whose troop type is 'light chariot' joins a unit of 'regular infantry', can they be targeted? Yes. What's more, they don't get a \"Look Out, Sir!\" save either. If a unit that is subject to Frenzy becomes subject to Frenzy again, does it get +2 Attacks? No. A unit is either Frenzied or it isn't, multiple instances of Frenzy are not cumulative. If a character joins a unit that carries a magic standard, do its effects extend to the character? Yes. When a character joins a unit they become part of that unit, so magic standards that affect the unit affect them as well. 'War beasts' and 'swarms' Fear models with the Flaming Attacks special rule. Do 'war beasts' and 'swarms' that have the Immune to Psychology special rule Fear models that have the Flaming Attacks special rule? Yes. Even though models that cause Fear are normally immune to it, the rule that Swarms and War beasts Fear models with Flaming Attacks is an exception called out in those troop types' unique rules. If some models in a unit cause Fear but others do not, do I use the Unit Strength of the whole unit or just that of the models that cause Fear to determine if an enemy unit has a lower Unit Strength? Count only the Unit Strength of the models that cause Fear. Can a character that has joined a unit be the target of a spell that would give them a special rule that prevents them from joining a unit (Ethereal, for example)? No. If casting a spell would cause a situation the rules specifically prohibit, the spell cannot be cast. If a Warband character joins a unit that isn't a Warband, does that unit's Rank Bonus modify their Leadership characteristic? No. Units with the Motley Crew special rule use the armour value of the 'majority' of models. What if there is an even number of different armour values? In such cases, use the better armour value (not including the armour value of any characters or champions that have purchased magic items or unique upgrades to improve their armour). Cannon do not directly target enemy models; they target a point on the ground. How does this work with Targeting Lone characters? Can a cannon be fired in such a way as to hit a Lone character that would normally be protected from shooting by their proximity to a friendly unit? The purpose of the Targeting Lone Characters rule is to protect characters from enemy shooting, even from shooting that does not follow the usual rules (though it does not protect them from templates). Therefore, and in the spirit of this rule, unless they are the closest target to the cannon, an enemy character that is within 3\" of a friendly unit that contains five or more models of the same troop type cannot be struck by a cannonball, even if their base lies directly under the path of the bouncing cannonball. However, if a Lone character's base lies directly underneath the strike point of a cannonball, they are hit. What happens if a unit with the Move through Cover special rule is joined by a character without it? Units move at the speed of their slowest model. Therefore, whilst the unit would suffer no penalty for moving through difficult or dangerous terrain, the character would, potentially reducing how far the entire unit can move. Does a unit with Move through Cover discard the highest dice when making a charge roll if charging through terrain? No. Some magic weapons or special rules allow specific models within a unit to be targeted. Do such attacks ignore the \"Look Out, Sir!\" rule? No. What happens if a weapon is subject to both the Ponderous and Quick Shot special rules? The rules effectively cancel one another out, meaning the weapon would suffer a -1 To Hit modifier for Moving and Shooting. If a named character is equipped with a mundane weapon such as a lance or cavalry spear and a magic weapon, can they choose to use the lance or cavalry spear, or must they use their magic weapon? They must use their magic weapon. However, some named characters will carry a 'back-up' weapon which they can use should their magic weapon be destroyed. Can a unit with the Random Movement special rule move around or past an enemy unit, out of one arc and into another, before making contact with that unit? No. Whilst units that move randomly do not declare charges, if you wish to move one into contact with an enemy unit, it must fulfil the same criteria as any other charging unit during its movement, as detailed on page 126. Some characters have special abilities that require a Leadership test. If the character is slain, do these abilities cease to apply immediately, like a spell? Yes. How far does a unit with the Random Movement special rule move when Giving Ground? All units move 2\" when Giving Ground. Can a model make more Regeneration saves than it has Wounds remaining on its profile? No. When a model makes Regeneration saves, it makes one save for each Wound lost. Can a unit that deploys using the Scouts special rule make a Vanguard move? No. If a unit of Scouts is deployed completely within my deployment zone, can they be deployed within 12\" of the enemy, and can they charge in the first turn? No. Regardless of where they are deployed, a unit deployed as Scouts must abide by the rules for deploying as Scouts. Are units that deploy using the Scouts special rule counted when determining which player finished deploying their army first? Yes. If a model with a split profile has the Stomp Attacks (X) special rule, do all parts of the model make Stomp Attacks? No. Stomp attacks are only made by a mount, not by its rider(s). In the case of a chariot, Stomp Attacks are made by the beasts that draw it or, if there are no beasts, by the chariot itself. If a Stubborn character joins a unit that is not Stubborn and that unit loses its first combat of the game, does the character remain Stubborn until they have an opportunity to make use of the rule later on? No. Stubborn is used the first time a unit loses combat. If a character is unable to use the rule due to being part of a unit that is not Stubborn, the opportunity is lost. When a unit that does not have the Stupidity special rule is joined by a character that does, the unit becomes subject to the special rule. What happens if the character leaves the unit? The unit ceases to be subject to Stupidity the moment the character leaves the unit. Swiftstride enables a model to move further during a charge move than its maximum possible charge range. Why is this? Because models with this special rule delight in running down cowards who flee before a charge! Do models that cause Terror cause it in models that cause Fear? No. Models that cause Terror cause Fear in models with the Fear special rule, even though such models are normally immune to Fear. If the winning side of a combat includes one or more models that cause Terror, do models on the losing side that cause Fear or Terror suffer the -1 modifier to their Leadership? No. Because models that cause Fear or Terror aren't terrified by Terror causing enemies, they do not suffer the effects of Terror. Are Wounds lost as a result of a model with Timmm\u0002berrr! falling on a unit counted towards the enemy’s combat result score? Yes. If a character without the Vanguard special rule joins a unit with it during deployment, can the character make a Vanguard move with the unit? No. What’s more, if the unit is formed, it will not be able to make a Vanguard move; the presence of a character without the Vanguard special rule within its ranks prevents it. However, if the unit is in Skirmish formation, it can make its Vanguard move as normal, leaving the character behind. Can a character without the Veteran special rule that has joined a unit with the Veteran special rule benefit from it when attempting to use a special rule that requires them to make a Leadership test (Rallying Cry, for example)? No. When a character attempts to use a special rule that requires them to make a Leadership test, they must use their own Leadership characteristic and, unless specifically stated otherwise, cannot use any additional special rules they themselves do not have."},"552":{"id":"common/faq/general-principles","path":"common/faq/general-principles","title":"General Principles","pathText":"common faq general principles","type":"faq","body":"Players have choices to make throughout the game. If both players have the same choice to make at the same time, who chooses first? The active player always chooses first. Sometimes this will be advantageous, sometimes not, but choosing first is the active player’s prerogative. If a specific natural roll triggers an effect, is that effect still triggered if the dice is re-rolled and the re-roll gives a different result? No. When you re-roll a dice, the previous roll is discarded. This includes any effects that roll may have triggered. If I mark the position of a unit then proceed to move it before putting it back where it was and moving it again, does this count as a take-back? Yes, absolutely. What happens if a Hit is rolled on the Scatter dice for an object that moves in a random direction, do I use the small arrow on the Hit icon to determine the direction? Essentially, objects that move in a random direction scatter, as described on page 95. Such objects only move in the direction shown by the small arrow on the Hit icon if the rules tell you they do so. Otherwise, the object does not move. What happens if a scatter roll causes any part of an object to cross beyond the edge of the battlefield? The object is removed from play. If a model is required to make a Leadership test using its own Leadership characteristic, can it use the Leadership of a different model, the General for example, instead? No. When the rules state a model must make a Leadership test using its own Leadership, it must use its own Leadership. Some single use special rules and magic items require a Leadership test to use. Do they count as having been used even if this test is failed? Yes. Is there a maximum beyond which characteristics cannot be modified? Unless a rule specifies a maximum, no. Can a unit arrayed in Close Order or Open Order formation be one model wide? Yes. If some of my opponent’s attacks cause multiple Wounds to be lost per unsaved wound they cause, in what order are those unsaved wounds applied to my unit? Apply unsaved wounds to a unit one at a time and one model at a time. When a model is reduced to zero Wounds on its profile, it is removed from play as a casualty (as described on page 102). If a model loses more Wounds than it has on its profile, the excess wounds are lost – they do not spill over onto other models in the same unit. With this in mind, apply unsaved wounds that cause models to lose all of their remaining Wounds first (Killing Blows and Monster Slaying Blows, for example), then unsaved wounds that cause multiple Wounds to be lost (Multiple Wounds (X), for example), then, finally, unsaved wounds that cause a single Wound to be lost. Can models choose not to make Armour, Ward or Regeneration saves if it has them? No. If a model can attempt to make a save, it must. If a unit with the Press of Battle rule has two fighting ranks, can I remove casualties from the second rank? No. Models in the first fighting rank, the rank in base contact with the enemy, fall first as casualties. If a unit contains models of two different troop types, how do I determine its maximum rank bonus? In such cases, the troop type of the majority of the models determines the unit’s maximum rank bonus. How does a Close Order unit of just one model act, is it still a Close Order formation, or does it act like a Skirmisher? A Close Order unit always acts as such, even if it only contains a single model. Does a unit count as being obscured when some of the models within it are behind others? No. A unit cannot be obscured from the enemy by itself. What’s more, models within a unit do not obscure the enemy from other models within the same unit. They either completely block line of sight, or present no obstruction. Can different saves be combined together to improve their save value? For example, if a model has two Ward saves, can they be combined to give a single Ward save with a better Warding value? No, values given as a target number cannot be combined to lower the target number. If a model has two or more Ward saves, as per the example, simply use the best."},"553":{"id":"common/faq/high-elf-realms","path":"common/faq/high-elf-realms","title":"High Elf Realms","pathText":"common faq high elf realms","type":"faq","body":"Can a Wizard with the Warden of Saphery Elven Honour purchase magic armour? No. Does the Martial Prowess special rule allow models to make supporting attacks with weapons that do not have the Fight in Extra Rank special rule? No. Martial Prowess grants the ability to make supporting attacks to the flank or rear, as well as to its front. It does not grant the ability to make supporting attacks to models not normally able to do so."},"554":{"id":"common/faq/kingdom-of-bretonnia","path":"common/faq/kingdom-of-bretonnia","title":"Kingdom of Bretonnia","pathText":"common faq kingdom of bretonnia","type":"faq","body":"Can a Bretonnian army pray for the Blessing of the Lady if it includes an allied contingent? Yes, however an allied contingent of Bretonnians taken as part of any other army cannot pray. In order for Bretonnians to pray, the army they are part of must have the Blessings of the Lady rule, which only Kingdom of Bretonnia armies have. Can a character with the Shield of the Lady special rule retire to the rear of their unit after issuing a challenge, enabling them to avoid their opponent's attacks? No. Once a challenge has been issued and accepted neither combatant can retire until the challenge is resolved. Chivalry demands it. Does a unit that includes a Grail Monk with a Blessed Triptych lose Stubborn if the Grail Monk is killed before the rule can be used? No. As per the errata, a unit that includes a Blessed Triptych becomes Stubborn, regardless of whether or not the model that purchased that upgrade has been killed or not. Can a unit with Defensive Stakes be hit by Impact Hits or Stomp Attacks by a charging enemy? Yes. Whilst the stakes might do tremendous damage to 'cavalry' and 'chariots', the momentum of such models when they charge will carry them into the archers, although they may be turned to kindling in the attempt. Does a unit of Battle Pilgrims that includes a Grail Reliquae benefit from Blessings of the Lady, or just the Grail Reliquae itself? If the unit includes a Grail Reliquae, the entire unit gains Blessings of the Lady. What happens if a unit in Lance formation that declares a charge finds its movement blocked by the presence of an enemy unit to its flank, where the unit gets wider? Such situations are covered by the rules for Accidental Contact During a Charge. If the Lance can wheel around the enemy unit, it should do so. If not, the Lance has two choices; halting its charge or continuing ahead and making contact with the enemy unit, treating it as a redirected charge. How does a bolt thrower work when shooting at a unit in Lance formation? The number of models hit is based on the number of ranks overall. For example, a Lance of six knights (arranged in ranks of one, two and three models) would suffer three hits. When a Lance is shot in its flank by a bolt thrower, the number of hits is based on the widest file. To continue the example above, three models would be hit based on the depth of the unit. If a character whose mount has a different sized base to the models in a unit making up a Lance formation wishes to join that unit, where should I place the model? The Lance formation offers a bit more flexibility than other formations. For example, it is perfectly acceptable to place a character such as a Duke or a Baron at the front of the Lance should you wish. In the case of a Handmaiden of the Lady, the Shield of the Lady special rule allows such models to be placed at the rear of such units. Alternatively, they can be placed within the unit. In this case, the extra base size will make very little difference to the shape of the unit. When a unit in Lance formation is engaged in combat, every model on the outside counts as being in base contact. How many enemy models count as being in base contact with the Lance? Every model within the first fighting rank that is within a number of inches equal to its Movement characteristic of the Lance. In the case of enemy regular or heavy infantry, the second fighting rank is not in base contact – there is another rank in the way. When a Lance charges, it pierces deep into the enemy formation, pushing warriors back and causing the enemy lines to close around it. It’s very hard to show this on the table though, hence the abstraction. Note that this can create an area of ‘dead ground’ between a Lance and a unit it is engaged in combat with. If any enemy units are caught within this, refer to the rules covering ‘accidental contact’ on page 131 of the Warhammer: the Old World rulebook. Is a charging Lance blunted if an enemy unit counter charges it? No. As both units are charging, the clause that a Lance is blunted if it is charged and does not counter charge is negated. Can a unit with the Finest Warhorses special rule re-roll the dice when using Swiftstride? No. Finest Warhorses allows a unit to re-roll its Charge roll, but the D6 rolled when using Swiftstride is not part of the charge roll; it is rolled to give a modifier to the result of the Charge roll."},"555":{"id":"common/faq/lores-of-magic","path":"common/faq/lores-of-magic","title":"Lores of Magic","pathText":"common faq lores of magic","type":"faq","body":"If the spell Arcane Urgency is used to move a unit with Random Movement, can the unit move into contact with an enemy unit? No. Whilst a unit with Random Movement can move into base contact with an enemy unit during the Compulsory Moves sub-phase, Arcane Urgency causes units to move when the spell is cast, during the Remaining Moves sub-phase. If a unit upon which Earthen Ramparts has been cast is obliged to declare a charge (if the unit is Frenzied or Impetuous, for example), must it do so? If so, can it make a charge move? Earthen Ramparts does not prevent a unit from declaring a charge, it prevents it from charging. In other words, yes the unit must declare a charge if obliged to do so. However, because the unit cannot charge, it does not move at all and the charge is failed. Can a unit upon which Earthen Ramparts has been cast make a Counter Charge charge reaction? No. If a unit charges an enemy unit upon which Earthen Ramparts has been cast, must it follow all the rules for charging an enemy unit behind a defended low linear obstacle, even though there is no such physical terrain between the two units? Yes. A unit upon which Earthen Ramparts has been cast counts as being behind a defended low linear obstacle when charged. Think of the spell’s effect as representing a magically manifested obstacle between, rather than a physical terrain feature. Whilst Drain Magic is in play, does it increase the Casting Value of Bound spells? Yes. Can the spell Spectral Doppelganger from the Lore of Illusion be used with a magic weapon that allows the wielder to make only a single attack? No. Weapons limited to a single attack can only inflict a single hit. How does the Spectral Doppelganger spell interact with weapons that have either the Strike First or Strike Last special rule? The spell is cast at the Wizard's Initiative, meaning attacks generated by the spell are made at the Wizard's Initiative. However, if the casting Wizard wishes to use a weapon with the Strike Last special rule, those attacks are made at Initiative 1."},"556":{"id":"common/faq/magic","path":"common/faq/magic","title":"Magic","pathText":"common faq magic","type":"faq","body":"How many spells can a Wizard attempt to cast during a single phase? For example, if a Wizard knows a Magical Vortex and a Magic Missile, can they attempt to cast both during the same Shooting phase? A Wizard can only cast a number of spells up to their Level of Wizardry per turn, but can attempt to cast multiple spells during a single phase. In other words, should a Level 2 Wizard know two Magic Missiles and one Magical Vortex (three spells), they can only cast two of them per turn, but may cast both during the same phase. Casting the same Enchantment or Hex spells on a unit more than once has no further effect, but what about spells with a range of 'Self' that affect all units within a certain distance of the caster? Unless stated otherwise, such spells are not cumulative and casting them multiple times will have no further effect. Do magic missiles that require the caster to draw a line from their base require a target? No. As stated in the spell's description, simply draw a line from the caster's base. Any model the line hits is hit by the spell. If a Wizard has a special rule that applies when they attack an enemy, such as Killing Blow or Armour Bane, is that special rule applied to any spells they may cast? Absolutely not. If a Wizard has a magic item or special rule that allows them to re-roll a failed Casting roll, can they re-roll a natural double 1 and avoid a Miscast? No. A roll of a natural double 1 isn't merely a failed Casting roll, it is a Miscast, as described on page 109. If a spell has two Casting Values, do I have to say which I'm attempting to cast the spell at before making my Casting roll? No, your casting result determines the 'strength' of the spell. In other words, the higher your casting result, the more power the spell will have and the greater its effect will be. If a Remains in Play spell with two Casting Values is cast at the higher value, which is used when trying to dispel it during the Conjuration sub-phase? As stated on page 111, in order to dispel a Remains in Play spell during your Conjuration sub-phase, you must beat the minimum casting value given in the spell's description. This is the case even if the spell was cast at the higher of two given casting values. How many Remains in Play spells can I attempt to dispel during my Conjuration sub-phase? As many as you wish, or, perhaps more accurately, as many as your opponent has in play and as many as you are able. What happens to a Remains in Play spell that is already in effect if the Wizard that cast it attempts to cast it again? It ends immediately. Can a model wearing armour or carrying a shield cast a Bound spell? Yes. Can a Wizard attempt to dispel a Bound spell by attempting a Wizardly dispel? If the Wizard is within range of the model casting the Bound spell and not otherwise prevented from attempting a Wizardly dispel, yes. As stated on page 109, you may attempt to dispel a Bound spell as usual. Can a Wizard with a physical attribute that 'counts as' a type of armour (such as a Treeman Ancient's arboreal armour) make Casting or Dispel rolls? Yes. Whilst such attributes are as protective as a suit of armour, such models do not wear armour. If a Wizard has joined a unit, can they cast spells from any rank, or must they be in the front rank? Unless they have a special rule that states otherwise, a Wizard must be in the front rank (or the first fighting rank) of their unit to cast spells. Like all characters, Wizards bring no benefit to their unit by skulking in the rear ranks. Does a Wizard that has joined a unit need to be in base contact with an enemy model to cast an Assailment spell, or do they only need to be within the fighting rank? They do not need to be in base contact, but they must be in the first fighting rank. If a Wizard declines a challenge and retires from combat, does their unit lose the benefits of any range 'Self' spells that Wizard has cast? Yes. If a unit with the Fly (X) special rule moves over a magical vortex that counts as dangerous terrain, is it affected by it? Yes. Magical vortexes are considered tall enough to affect even models that are flying high above the battlefield."},"557":{"id":"common/faq/magic-items-faq","path":"common/faq/magic-items-faq","title":"Magic Items","pathText":"common faq magic items faq","type":"faq","body":"Can a character replace the armour with which they come equipped with a lighter, magical armour in order to bypass restrictions imposed on other upgrades? A character can replace one type of armour with another. However, for the purposes of any available upgrades that are restricted based on the type of armour worn, the character is still considered to be wearing the armour they come equipped with. For the purposes of other upgrades, what types of armour are the Armour of Silvered Steel and the Armour of Meteoric Iron? If a suit of magic armour gives an armour value of 6+, it should be considered light armour. If it gives an armour value of 5+, it should be considered heavy armour, and if it gives an armour value of 4+ or better, it should be considered full plate armour. Does a weapon's AP reduce the armour value of the Armour of Meteoric Iron? No. Bearing two or more Obsidian Lodestones gives better Magic Resistance, but does an Obsidian Lodestone improve Magic Resistance granted by a different source? No. Does a magic standard that affects a unit's weapons (the Razor Standard, for example) also make those weapons magical, giving them the Magical Attacks special rule? Not unless the description of the magic standard in question states that the weapons of a unit carrying it gain the Magical Attacks special rule. Generally speaking, purchasing a magic item doesn't conjure up additional bonuses from the æther. Can the wearer of the Wizarding Hat cast spells whilst wearing armour? Yes. The wearer of the Wizarding Hat is not actually a Wizard – their magical powers are granted by a haunted hat which is not affected by any armour the model may wear. Can the wearer of the Wizarding Hat also wear a magic helmet, such as the Bedazzling Helm? Yes, because one is an enchanted item, the other is a type of magic armour, but we hope anyone equipping a model in such a way would make the effort to depict it wearing two hats! If a Wizard wears the Wizarding Hat, does it increase their Level of Wizardry? No. As stated in the item's description, the wearer of the Wizarding Hat is a Level 1 Wizard and knows one randomly generated spell. This is clearly a huge detriment to a powerful Wizard, but might be a boon to any character that is not a Wizard. Do potions affect a model's mount? No. If the Scroll of Transmogrification is successfully used against a Wizard mounted on a ridden monster (a Dragon, for example), what happens to the mount? The Wizard is transmogrified, but not their mount. In the example given, you would be left with a Frog riding a Dragon. What happens if a Scroll of Transmogrification is used on a Bound spell? After testing against the item's Power Level (in place of its Level of Wizardry), it may be turned into an inanimate frog, rendering it useless until it turns back. During each Start of Turn sub-phase, you may roll a D6 for each transmogrified item in your army to see if it returns to normal, as described on page 343. Can a Wizard with a Lore Familiar choose one of their faction's signature spells instead of the signature spell of their chosen lore? No. How many spells does a Wizard with an Arcane Familiar know? For example, does a Level 3 Wizard know three spells from two Lores (two from one and one from the other), or six spells, three from each Lore? An Arcane Familiar does not increase the number of spells a Wizard knows, it simply allows them to know spells from two Lores. Thus a Level 3 Wizard would know three spells from two Lores. Some models can be found in one faction's army list, but can be included in an army made using a composition list belonging to a different faction (Dragon Ogre Shaggoths, or units that can be included as Mercenaries, for example). What lists of magic items do such models have access to? Models can purchase magic items from the list of common magic items in the Warhammer: the Old World rulebook, or from their own faction's list of magic items. A Dragon Ogre Shaggoth, for example, can purchase items from the common or Beastmen Brayherds magic item lists."},"558":{"id":"common/faq/movement","path":"common/faq/movement","title":"Movement","pathText":"common faq movement","type":"faq","body":"What constitutes a 'move'? Quite simply, if you touch a model or unit and change its position in any way, it has moved. There are some exceptions to this, a war machine that pivots does not count as having moved, for example, but in the vast majority of cases, the term 'move' follows the broadest definition; if a model or unit shifts its position or changes its location, it has moved. What is the furthest a model can move? No model can move more than twice its Movement characteristic or, when movement is determined by a dice roll (such as when a unit charges or flees), further than the distance rolled. There are, of course, exceptions to this, the most obvious being when a unit in Marching Column marches at triple its Movement characteristic, when models are moved by the effect of a spell, when a unit is obliged to continue its move rather than end up 'on top' of another unit, and obligatory moves (such as when a charging unit wheels to align with the enemy, or when a unit pivots before fleeing). Note that when a unit wheels, those at its rear do not really follow a long, curving path, as it might appear when moving a large block of models on the table. In reality, those models would take a more direct route, following the path of the front rank and resuming their formation behind it. Accordingly, we do not measure the distance moved by models in the rear ranks of a wheeling unit. Note also that, when a unit is permitted a free manoeuvre before or after moving, this is free in that it does not count towards the move itself, but the limitation that no model can move more than twice its Movement characteristic applies within the manoeuvre. Can a unit that rallies and reforms during the Rally Fleeing Units sub-phase move during the Movement phase? Yes. Can a unit move whilst locked in combat? No. Is a unit's maximum possible charge range the maximum distance from an enemy unit at which it can declare a charge, or the maximum distance it can move when making a charge move? It is the maximum distance from an enemy unit at which it can declare a charge. When a unit performs a manoeuvre, can its front edge pass through another unit? No. The only exception to this is when a unit pivots. When a unit wheels, is it acceptable for a rear corner to pass through another unit? Yes, provided the unit does not end its movement 'on top' of another unit or within 1\" of an enemy unit. When a unit wheels, do you have to measure the curvature of its movement? No, simply measure the unit’s movement in a straight line from the end of the front rank furthest from the corner around which the unit pivots. If a unit will have to wheel before or during a charge, do I have to allow for that when declaring and measuring the charge? Yes. Wheeling during a charge is part of the charge move. The free wheel to align once contact is made is free. When a unit redresses the ranks, must the width of its front rank be increased or decreased as equally as possible on either side? Yes. The exception to this is when the width of the front rank is increased or decreased by an odd number of models. In such cases, one side of the unit will gain or lose one more model than the other side. Does a unit that has to declare a charge due to being Frenzied or Impetuous have to do so if a friendly unit of Skirmishers lies between it and a potential charge target, obstructing its movement? If there is a chance of the Skirmishers moving so that they are no longer an obstruction (if they declare a charge, for example), yes. Otherwise, no. Although it cannot make a charge move, a unit in Marching Column can declare a charge. Why is this? There are several reasons. Firstly, a Drilled unit that declares a charge whilst in Marching Column can freely redress its ranks to adopt Combat Order after determining its charge range, but before moving, thus allowing it to make a charge move. Secondly, units that are obliged to declare a charge in certain circumstances (those that are Frenzied or Impetuous, for example) must do so even whilst in Marching Column. If they cannot make the charge move, they don't move at all and the charge is failed. This prevents Marching Column being used to avoid declaring compulsory charges. Alternatively, there might be a psychological advantage to declaring a charge with a Marching Column. For example, the unit might cause Terror, or the charge target might already be fleeing. Of course, it isn't easy to set up situations where such tactics can be used and therein lies the challenge. If a Drilled unit in Marching Column has to declare a charge due to being Frenzied or Impetuous, can it choose not to use Drilled to redress the ranks and adopt combat order? If it is able to redress the ranks (i.e., if there is space for it to do so), no. A unit that is obliged to charge must endeavour to make use of any special rules it has in order to charge. The unit just really wants to charge, and it'll play this game without you if it has to! If I want to charge an enemy unit that is a Large Target with a unit of mine that is in its front arc (for example) but cannot because the enemy unit is already engaged in its front arc, can I instead charge its flank? No. Sometimes a charge isn't possible. If a single model unit straddles two arcs of an enemy unit it wishes to charge, is it always considered to be in the arc that gives the least advantage? No, this is only the case when you cannot determine which arc of an enemy unit a charging unit is within. If it is clear that the majority of a charging unit is within one particular arc, even if that unit consists of only one model, it will charge into that arc. If a unit charges an enemy that is defending a low linear obstacle, can it stop on top of the obstacle? No. As stated on page 270, the charging unit moves into base contact with the obstacle. When a unit redirects a charge, can it charge a unit that lies beyond its maximum possible charge range? No. Whilst running down the foe, is a charging unit considered to be pursuing a fleeing enemy for the purposes of crossing the edge of the battlefield, etc.? Yes, a unit that runs down the foe is very much pursuing a fleeing enemy whilst doing so. When a unit enters the battle as reinforcements, is there a limit to how far onto the battlefield models can be placed? Yes. The unit is considered to have moved onto the battlefield. Therefore, no model can be placed more than twice its Movement characteristic from the edge of the battlefield its unit enters from. Can a Wizard cast a Conveyance spell during a turn in which they charged? No."},"559":{"id":"common/faq/orc-and-goblin-tribes","path":"common/faq/orc-and-goblin-tribes","title":"Orc & Goblin Tribes","pathText":"common faq orc and goblin tribes","type":"faq","body":"If a unit of Night Goblins that is engaged in combat still contains any unreleased Fanatics, can they be released whilst the unit is engaged? Provided they can be placed within 3\" of their concealing unit and not touching the bases of any other models, yes. If a Fanatic moves into contact with a unit that's engaged in combat, does it hit the unit(s) that unit is engaged with as well? When a Fanatic moves into contact with another unit, it continues in a straight line until it can be placed back on the battlefield. Any units that line passes through are hit. Units the line does not pass through are not hit. How are Victory Points scored for a Night Goblin unit that includes one or more Fanatics once its Fanatic(s) have been released? Fanatics are an upgrade for the unit; their cost is included when working out VP for the unit itself. In other words, the death of an individual Fanatic is not worth any VP, but destroying the unit it was concealed within will earn you the VP for the Fanatic as part of the unit's points cost. What happens to a Fanatic that moves into or through the front arc of a unit of Bretonnian Peasant Bowmen equipped with 'defensive stakes'? Nothing good. Defensive stakes function very much like linear terrain, therefore a Fanatic that moves into contact with a row of defensive stakes, from any direction, comes to a very sudden stop and is removed from play as a casualty. What happens to a Fanatic that ends its movement within the Command range of one or more models with the Hostile Terrain special rule? The Fanatic must make a Dangerous Terrain test. Rather than creating an area of dangerous terrain, Hostile Terrain represents a model laying traps and creating hazards, causing enemy models to make a dangerous terrain test should they end their movement within that area. If I upgrade a unit of Boar Boyz to be Big 'Uns, do their War Boars benefit as well? Yes. Note that the Strength characteristic of Big 'Uns is modified whilst they are engaged in combat, and that Impact Hits are made using the model's unmodified Strength characteristic. When shooting a Doom Diver catapult, the template can be moved D3\" after scattering. Can I use this to move the template so that it hits an enemy character that is within 3\" of a unit, a character that could not usually be targeted by shooting? Yes. The template must be moved the full distance rolled on the D3 but, if that allows you to position it to hit an enemy character, you may do so. Sneaky Goblin Doom Divers steer their flight in an attempt to hit the best possible target, so this is completely in character. All Goblins Fear Elves. If a unit of Elves causes Fear, does this lead them to cause Terror in Goblins? No. Can the Glowy Green Amulet be used by a character that isn't a Wizard? Yes. The Glowy Green Amulet is a talisman, meaning any character that can take magic items can take it. However, if they wish to use it against an enemy spell, they do so instead of a Wizardly dispel attempt being made. This means that you cannot also attempt a Wizardly dispel against a spell you use the Glowy Green Amulet against, even if the Glowy Green Amulet explodes."},"560":{"id":"common/faq/shooting","path":"common/faq/shooting","title":"Shooting","pathText":"common faq shooting","type":"faq","body":"A unit cannot Stand & Shoot if the distance between it and the charging unit is less than the Movement characteristic of the charging unit. But if a unit is charged by two (or more) enemy units and only one is too close, can it Stand & Shoot at the other? No. If any of the charging units are too close to the charged unit for it to make a Stand & Shoot charge reaction, it cannot Stand & Shoot. When are line of sight and cover determined for a unit that declares a Stand & Shoot charge reaction? When the charge reaction is declared. Can a model that chooses to Stand & Shoot (or Fire & Flee) as a charge reaction attempt to cast a Magic Missile or Magical Vortex? No. As stated on page 143, models that know such spells can attempt to cast them when chosen during the active player's Shooting phase. Perhaps obviously, this includes Bound spells. Can a model use a Breath weapon after marching? No. A model cannot shoot during the Shooting phase if it marched during the preceding Movement phase and, although they work differently to most missile weapons, Breath weapons are a type of missile weapon. Models cannot cast Magic Missiles or Magical Vortexes after marching, but does this include Bound spells? Yes. Can a unit that is partially on a hill shoot in two ranks? No. To claim the benefits of being on a hill, a unit must be entirely on the hill. Can a unit on a hill draw a line of sight across and shoot over another unit on the same hill? A unit that is closer to the top of a hill (i.e., the centre of the hill or the edge of the battlefield) can draw a line of sight across and shoot over one that is closer to the bottom. Units cannot draw a line of sight across or shoot over units that are closer to the top of a hill than they are. Some chariots are equipped with large scale missile weapons such as bolt throwers. Who shoots such weapons; the crew, the beasts that draw the chariot, the chariot itself, or a character mounted upon the chariot? Missile weapons mounted on chariots (or howdahs) are shot by the crew, using their Ballistic Skill."},"561":{"id":"common/faq/skaven","path":"common/faq/skaven","title":"Skaven","pathText":"common faq skaven","type":"faq","body":"Can a Warp Lightning Cannon fire grapeshot? No. Grapeshot can only be fired by a cannon or weapon that fires using the 'Cannon Fire' special rule."},"562":{"id":"common/faq/the-psychology-of-war","path":"common/faq/the-psychology-of-war","title":"The Psychology of War","pathText":"common faq the psychology of war","type":"faq","body":"Are units required to make Panic tests due to the actions of friendly models? For example, if a Wizard miscasts and rolls a 2-4 on the Miscast table, causing a Dimensional Cascade and inflicting sufficient casualties on a friendly unit to cause it to Panic, must that unit make a Panic test? Yes (that example sounds to us like something that really would cause panic amongst the ranks!). Units must make a Panic test when a nearby friendly unit with a Unit Strength of 5 or more is destroyed. When is Unit Strength counted – from the start of the turn, the start of the phase, or the point at which the unit is destroyed? From the start of the phase during which the unit was destroyed. For example, if a friendly unit with a Unit Strength of 10 is destroyed by enemy shooting during a single Shooting phase, it causes panic in nearby friendly units. Players are not expected to remember the Unit Strength of every unit from turn to turn or phase to phase, but should keep track of Unit Strength during each phase."},"563":{"id":"common/faq/tomb-kings-of-khemri","path":"common/faq/tomb-kings-of-khemri","title":"Tomb Kings of Khemri","pathText":"common faq tomb kings of khemri","type":"faq","body":"When raising dead, can they be raised within an inch of an enemy model? Unless the unit is engaged in combat, no. Can a Royal Herald take hits on behalf of a Monarch that is engaged in a challenge? No. Are the effects of ‘Eternal Taskmaster’ cumulative? No. Can a Necrosphinx make more than one attack each turn with its Decapitating strike? No. The decapitating strike profile must be used as noted – to make one additional attack. Are the effects of the Casket of Souls' Bound spell 'Light of Protection' cumulative? No. Can a Casket of Souls move at the end of the Shooting phase of its turn using the Reserve Move special rule (should it have it)? No. Is it possible to resurrect models in a unit of Skirmishers? Yes, simply place the resurrected models in coherency (i.e., within 1\" of another model) with the rest of the unit."},"564":{"id":"common/faq/universal-special-rules","path":"common/faq/universal-special-rules","title":"Universal Special Rules","pathText":"common faq universal special rules","type":"faq","body":"Does placing a unit of Ambushers into reserve count as deploying a unit? No. When are Ambushers placed into reserve and when is this declared? If your army includes any Ambushers that you wish to hold in reserve, set those units aside before deployment begins, making it clear to your opponent that they are Ambushers and will be held in reserve, rather than be deployed with the rest of your army. Can you choose not to roll for the arrival of Ambushers during your Start of Turn sub-phase? No. Unless the unit itself or the scenario being played has a special rule that changes the way in which Ambushers arrive, you must roll for their arrival during each of your turns, from round two onwards. However, any special rules that affect the arrival of Ambushers which take effect after the Start of Turn sub-phase but before the Compulsory Moves sub-phase may be used as normal, regardless of the result of the Ambushers roll. Does the Armour Bane (X) special rule apply to spells cast by a model with the rule, such as Assailment spells, Magic Missiles or Magical Vortexes? No. If a model has Armour Bane (X) listed amongst its special rules (i.e., if the model has the special rule itself rather than a weapon it carries having it), does it apply to Impact Hits or Stomp Attacks? Yes. Some mounted models have the Counter Charge special rule but others do not, even though they have the same type of mount. Is this intentional? Yes. Counter Charge is a rule that represents the skill and ferocity of the rider, not their mount. In other words, not every rider is willing or able to perform a counter charge, regardless of their mount. When a unit Counter Charges, it rolls D3+1 to determine how far it moves. Is this roll counted as a Charge roll? No. If a unit charged by two or more enemy units Counter Charges one of them, it may end its movement presenting a different arc to the other charging unit(s). Do those units resolve their charges against those arcs? Yes. When a unit Counter Charges, it risks exposing its flanks or rear to the enemy, such are the perils of bravado. Can a Drilled unit redress the ranks before making a Counter Charge charge reaction? Yes. If a unit whose troop type is 'infantry' that has been joined by a character whose troop type is 'cavalry' charges an enemy unit with the Counter Charge special rule, can that unit Counter Charge? No. A unit's troop type doesn't change when joined by a character. How far does a model with the Random Movement special rule move when making a Counter Charge? As stated in the Counter Charge special rule, a model that makes a Counter Charge moves D3+1\". Can a Drilled unit redress the ranks before Giving Ground? Yes. A unit that Gives Ground is not a fleeing unit. Note that, as mentioned previously, should any part of a unit cross beyond the edge of the battlefield whilst it is Giving Ground, the entire unit is removed from play and counts as having been destroyed. It is intentional that a Drilled unit might be able to avoid this fate. Can an Evasive unit use that special rule whilst engaged in combat or whilst fleeing? No. Do effects that modify a model's Movement characteristic also modify how far a model with the Fly (X) special rule can fly? Yes. If a model has the Fly (X) special rule, the number given in brackets is essentially a second Movement characteristic. Any effect that modifies one will modify both. Can a model with two versions of the Fly (X) special rule combine both and fly further? No. A model that has more than one version of the Fly (X) special rule essentially has two Movement characteristics it can use when flying. Of these, you may use the best. If a unit with the Fly (X) special rule is engaged in combat, can it use its 'Fly Movement' characteristic when determining which models are close enough to models within the enemy unit to fight or make supporting attacks? No. Models with the Fly (X) special rule only fly whilst moving. In other words, such models are considered to have landed on the ground whilst the fighting takes place, and must use their given Movement characteristic to determine if they are close enough to the enemy to fight. If a model with a split profile has the Impact Hits (X) special rule, do all parts of the model cause Impact Hits? No. Impact Hits are only made by a mount, not by its rider(s). In the case of a chariot, Impact Hits are made by the chariot itself, not by the beasts that draw it. If a rider has their own Impact Hits (X) special rule, these are made separately by the rider. If a model has Killing Blow or Monster Slayer, does a roll To Wound of a natural 6 cause an enemy to lose all of its remaining Wounds even if that enemy would normally be too tough to wound? No. If a model cannot wound an enemy, it cannot kill it. Impact Hits and Stomp Attacks cannot be directed against a character that has joined a unit unless that unit has a Unit Strength of five or less. Does this limitation also apply to unit champions? Yes. Whilst unit champions are not characters, they function like characters in many ways, and this is one. Impact Hits and Stomp Attacks are indiscriminate, and targeting specific models, like unit champions, is not possible unless there are fewer than five rank and file models in the unit. If a unit with Frenzy or Impetuous has two movement characteristics (for example, if it can also Fly), does it have to use the greater when determining if it must declare a charge? If it is able to use the greater, then yes, it must (tactically, you might not want it to, but a Frenzied Lord of Chaos on a mighty Dragon doesn't care about your tactics!). If a unit that is subject to Frenzy becomes subject to Frenzy again, does it get +2 Attacks? No. A unit is either Frenzied or it isn't, multiple instances of Frenzy are not cumulative. 'War beasts' and 'swarms' Fear models with the Flaming Attacks special rule. Do 'war beasts' and 'swarms' that have the Immune to Psychology special rule Fear models that have the Flaming Attacks special rule? Yes. Even though models that cause Fear are normally immune to it, the rule that Swarms and War beasts Fear models with Flaming Attacks is an exception called out in those troop types' unique rules. If some models in a unit cause Fear but others do not, do I use the Unit Strength of the whole unit or just that of the models that cause Fear to determine if an enemy unit has a lower Unit Strength? Count only the Unit Strength of the models that cause Fear. Units with the Motley Crew special rule use the armour value of the 'majority' of models. What if there is an even number of different armour values? In such cases, use the better armour value (not including the armour value of any characters or champions that have purchased magic items or unique upgrades to improve their armour). What happens if a unit with the Move through Cover special rule is joined by a character without it? Units move at the speed of their slowest model. Therefore, whilst the unit would suffer no penalty for moving through difficult or dangerous terrain, the character would, potentially reducing how far the entire unit can move. Does a unit with Move through Cover discard the highest dice when making a charge roll if charging through terrain? No. What happens if a weapon is subject to both the Ponderous and Quick Shot special rules? The rules effectively cancel one another out, meaning the weapon would suffer a -1 To Hit modifier for Moving and Shooting. Can a unit with the Random Movement special rule move around or past an enemy unit, out of one arc and into another, before making contact with that unit? No. Whilst units that move randomly do not declare charges, if you wish to move one into contact with an enemy unit, it must fulfil the same criteria as any other charging unit during its movement, as detailed on page 126. How far does a unit with the Random Movement special rule move when Giving Ground? All units move 2\" when Giving Ground. Can a model make more Regeneration saves than it has Wounds remaining on its profile? No. When a model makes Regeneration saves, it makes one save for each Wound lost. Can a unit that deploys using the Scouts special rule make a Vanguard move? No. If a unit of Scouts is deployed completely within my deployment zone, can they be deployed within 12\" of the enemy, and can they charge in the first turn? No. Regardless of where they are deployed, a unit deployed as Scouts must abide by the rules for deploying as Scouts. Are units that deploy using the Scouts special rule counted when determining which player finished deploying their army first? Yes. If a model with a split profile has the Stomp Attacks (X) special rule, do all parts of the model make Stomp Attacks? No. Stomp attacks are only made by a mount, not by its rider(s). In the case of a chariot, Stomp Attacks are made by the beasts that draw it or, if there are no beasts, by the chariot itself. If a Stubborn character joins a unit that is not Stubborn and that unit loses its first combat of the game, does the character remain Stubborn until they have an opportunity to make use of the rule later on? No. Stubborn is used the first time a unit loses combat. If a character is unable to use the rule due to being part of a unit that is not Stubborn, the opportunity is lost. When a unit that does not have the Stupidity special rule is joined by a character that does, the unit becomes subject to the special rule. What happens if the character leaves the unit? The unit ceases to be subject to Stupidity the moment the character leaves the unit. Swiftstride enables a model to move further during a charge move than its maximum possible charge range. Why is this? Because models with this special rule delight in running down cowards who flee before a charge! Do models that cause Terror cause it in models that cause Fear? No. Models that cause Terror cause Fear in models with the Fear special rule, even though such models are normally immune to Fear. If the winning side of a combat includes one or more models that cause Terror, do models on the losing side that cause Fear or Terror suffer the -1 modifier to their Leadership? No. Because models that cause Fear or Terror aren't terrified by Terror causing enemies, they do not suffer the effects of Terror. Are Wounds lost as a result of a model with Timmm\u0002berrr! falling on a unit counted towards the enemy’s combat result score? Yes. If a character without the Vanguard special rule joins a unit with it during deployment, can the character make a Vanguard move with the unit? No. What’s more, if the unit is formed, it will not be able to make a Vanguard move; the presence of a character without the Vanguard special rule within its ranks prevents it. However, if the unit is in Skirmish formation, it can make its Vanguard move as normal, leaving the character behind. Can a character without the Veteran special rule that has joined a unit with the Veteran special rule benefit from it when attempting to use a special rule that requires them to make a Leadership test (Rallying Cry, for example)? No. When a character attempts to use a special rule that requires them to make a Leadership test, they must use their own Leadership characteristic and, unless specifically stated otherwise, cannot use any additional special rules they themselves do not have."},"565":{"id":"common/faq/unusual-formations","path":"common/faq/unusual-formations","title":"Unusual Formations","pathText":"common faq unusual formations","type":"faq","body":"Some attacks allow a specific model within a unit to be targeted. Can such an attack be used to break the coherency of a unit of Skirmishers and cause other models to be removed as well? No. As stated on page 184, you cannot remove a model from a unit of Skirmishers if doing so would cause the unit to lose coherency. However, if an attack targets a specific model (such as a champion or a character), that model must be removed if the attack reduces it to zero Wounds. In such cases, simply replace the removed model with another model belonging to the same unit, one that could be removed as a casualty, in order to maintain unit coherency. How do I determine the centre of a unit of Skirmishers? The centre is the point that is equally distant from the models at the extremities of the group. However, when considering blast templates, the purpose of placing a blast template over the centre of a unit is to ensure a significant number of models are underneath it. In the case of a unit of Skirmishers, this is not always possible. Therefore, you may place the central hole of a blast template over the model closest to the centre of a unit of Skirmishers. Sometimes, when a unit of Skirmishers charges or is charged, some of the models cannot move far enough to form up with the rest of the unit. What happens to those models? The unit loses coherency, as described on page 184. This means models belonging to the unit must be removed from play as casualties until the unit becomes coherent. How does a unit of Skirmishers form up when charged by two or more different enemy units from different directions? The Skirmishers should form up against the first charging unit to move into contact with them. The remaining enemy units then charge the formed Skirmishers. If any units are unable to complete their charge moves, their charges are failed. Do Skirmishers have flank or rear arcs whilst engaged in combat? Whilst Skirmishers do form up when engaged in combat, they are not considered to have flank or rear arcs for the purposes of calculating combat result points. When a unit of Skirmishers becomes engaged in combat and forms up, must any command group models it contains be placed in the fighting rank? Yes."},"566":{"id":"common/faq/war-machines","path":"common/faq/war-machines","title":"War Machines","pathText":"common faq war machines","type":"faq","body":"If the Wounds characteristic of a war machine and its crew are different, which do I use to determine Unit Strength? In such cases, use the Wounds characteristic of the crew. When shooting a cannon, a line of sight is required to the target point, but what about the strike point? A cannon does not require a line of sight to the strike point. However, if anything that would stop a cannonball from bouncing (see 5. Crunch, on page 227) lies between the target point and the strike point, the cannonball will hit it and stop. In other words, you cannot use a high result on the Artillery dice to 'glitch' a cannonball through an impregnable obstacle. Can a cannon that is on a hill target a point on the ground if woods, a building or a hill lies between it and that point? No, a cannon cannot shoot over such obstacles, even if it is on a hill. However, a stone thrower can if it chooses to fire indirectly. Can a cannon target a point on the ground if another unit lies between it and that point? Not unless that cannon is on a hill and the unit is not. However, as above, a stone thrower can if it chooses to fire indirectly. Can a cannon be shot in such a way as to hit an enemy unit that is engaged in combat with a friendly unit? No. Page 143 of the rulebook makes it clear that, except in rare cases, units cannot shoot enemy units that are engaged in combat. In the case of cannon, this means the target point cannot be placed in such a way as to risk the cannonball hitting a friendly unit, or an enemy unit engaged in combat with a friendly unit. Can any type of cannon fire grapeshot? Only cannons or weapons that fire using the 'Cannon Fire' special rule may also fire 'Grapeshot', as described on page 227 of the Warhammer: The Old World rulebook. This is in addition to any other special rules or additional modes of fire the weapon may have. Can a war machine shoot using the Ballistic Skill of a character that has joined it? No. Because a war machine and its crew are treated as a single model, you must use the crew's BS. Some war machines can have additional models attached to them, such as the Orc Bully. If the war machine is destroyed, are any attached models also destroyed? Yes."},"567":{"id":"common/faq/warhammer-armies","path":"common/faq/warhammer-armies","title":"Warhammer Armies","pathText":"common faq warhammer armies","type":"faq","body":"Do army special rules extend to any mercenaries I include? Unless stated otherwise, no. If my opponent and I have agreed to play a 2,000 points game but my army is not exactly 2,000 points (it's 1,997 points, for example), can I take two of something limited to 0-1 per 1,000 points by the army composition list I'm using? Yes. Such limitations are based on the size of the game you are playing rather than the exact points value of your army. When does a detachment determine which arc of an enemy unit it will charge into when making a supporting charge? When it is moved, at the end of the Charge Moves sub-phase. Does an allied contingent have to abide by the restrictions given in the army composition list it is drawn from? Yes. An allied contingent is a small army within a large army, made using a Grand Army or Army of Infamy composition list. Within a 2,000 points army, for example, an allied contingent of 500 points would have to spend at least 125 points on Core units, could spend no more than 250 points on characters, and would be unable to include any units limited to 0-1 per 1,000 points. Do the points I spend on Core units within an allied contingent count towards the minimum percentage of Core units overall? No. Does a spell cast on a Regimental Unit affect its Detachments, or vice versa? No, spells that affect a unit only affect the unit they are cast on."},"568":{"id":"common/faq/warhammer-battles","path":"common/faq/warhammer-battles","title":"Warhammer Battles","pathText":"common faq warhammer battles","type":"faq","body":"The rulebook lists the minimum size of battlefield as 30\" x 44\" for games of up to 1,000 points, 44\" x 60\" for 1,001 to 3,000 points and 44\" x 90\" for games of 3,001 points or above. Do we have to use these sizes? No. These are the minimum recommended sizes. The normal size battlefield for a game of between 2,000 and 3,000 points is 48\" x 72\" (4' x 6') and players are encouraged to use this. The minimum sizes are based on the folding card battlefields Games Workshop produces. These are ideal when space is an issue or for smaller games. For example, we prefer a 44\" x 60\" battlefield for a game of 1,000 or 1,500 points, rather than the more traditional 48\" x 48\" battlefield. We find the smaller, rectangular shape more pleasing. When deploying armies, must units be placed completely within their deployment zone? Yes."},"569":{"id":"common/faq/warhammer-the-old-world-matched-play-guide","path":"common/faq/warhammer-the-old-world-matched-play-guide","title":"Warhammer: The Old World Matched Play Guide","pathText":"common faq warhammer the old world matched play guide","type":"faq","body":"If a unit is limited to, for example, 0-3 per specific type of character, or 0-3 per 1,000 points, how many such units can I field in a 2,000 points army at an event using Combined Arms army composition? You can field up to three per character in the first example, and up to six in total in the second example. Combined Arms composition rules only restrict units with no other restriction on them. If a unit has any form of restriction, that takes precedence. Note, however, that 1+ is not a restriction, it’s a minimum requirement. Can a unit control more than one object on the battlefield? For example, can a unit control a special feature, a battlefield objective, and a secondary objective such as a baggage train, all at the same time? No. If a unit is in a position to control two or more such objects, you must choose one for it to control. When using Domination as a secondary objective, do you get the Victory Points for having more than double the enemy's Unit Strength in a table quarter if there are no enemy models in that quarter? No. To be more than double the enemy’s Unit Strength, the enemy has to have some models in the quarter. If they have none and you do, you gain the VP bonus for that achievement instead."},"570":{"id":"common/faq/warriors-of-chaos","path":"common/faq/warriors-of-chaos","title":"Warriors of Chaos","pathText":"common faq warriors of chaos","type":"faq","body":"Can the Infernal Puppet be used against a Bound spell? Yes. If a character with the Mark of Nurgle (for example) is mounted on a chariot with the Mark of Chaos Undivided, does the chariot benefit from the character's Mark, or do I have to pay the points to give the chariot the Mark of Nurgle for it to gain the same benefits? If you want a chariot mount to have the same benefits from a Mark of Chaos that its rider has, you have to pay the points to give the chariot the Mark of Chaos."},"571":{"id":"common/faq/weapons-of-war","path":"common/faq/weapons-of-war","title":"Weapons of War","pathText":"common faq weapons of war","type":"faq","body":"Do special rules conferred by a model's weapon apply to attacks made by that model's mount? No. Any rules conferred by a weapon, be it magical or mundane, apply only to attacks made with that weapon. This can include, but is not limited to, rules unique to a specific type of weapon, special rules that apply to a particular weapon, or special rules that apply to a magic weapon. For example, if a Wizard is armed with the Sword of Swiftness, attacks made with that weapon have the Strikes First special rule, but the Wizard cannot claim that wielding the weapon allows them to cast Assailment spells at Initiative 10. To give another example, if a model has a special rule unique to its faction that grants additional rules to a hand weapon (the crew of an Orc Boar Chariot have the Choppas special rule, for example), that rule applies only to actual hand weapons carried by riders or chariot crew, not to weapons belonging to mounts or draft animals that 'count as' hand weapons. Some monsters have weapons with notes that state they must make, or may choose to make, one attack, or one additional attack, with that weapon in combat. Can they make more than one attack with such weapons? No. If it is noted on a weapon's profile that the model may or must make a specific number of attacks with that weapon, normal attacks or otherwise, that's how many attacks it makes with that weapon. Can a model armed with two hand weapons choose to fight with just one hand weapon? Yes. As noted on page 213, unless stated otherwise, all models are assumed to be equipped with a hand weapon. A model with two has, by definition, two and may choose to fight with just one, foregoing the Extra Attacks (+1) special rule in favour of some other benefit. Can a missile weapon be used in combat? No."},"572":{"id":"common/faq/wood-elf-realms","path":"common/faq/wood-elf-realms","title":"Wood Elf Realms","pathText":"common faq wood elf realms","type":"faq","body":"Does the Waystalker’s Hawk-eyed Archer rule apply to magic items that allow the bearer to cast a Magic Missile? No, it applies only to the Waystalker’s Asrai longbow, or to ranged magic weapons. Can a Wood Elf Realms army that includes an allied contingent place an additional wood using the Woodland Ambush rule? Yes. Note however that an allied contingent of Wood Elves taken as part of another army cannot. The Bow of Loren allows a Wood Elf character to make a number of shots equal to their Attacks characteristic. How does this interact with Enchanted Arrows? When firing an Enchanted Arrow it is assumed the model is firing only once, as is the norm. Therefore, one of the shots fired from the Bow of Loren can be made using an Enchanted Arrow, the other shots are resolved using ordinary (i.e., not Enchanted) arrows."},"573":{"id":"common/magic-item-list/arcane-items","path":"common/magic-item-list/arcane-items","title":"Arcane Items","pathText":"common magic item list arcane items","type":"rule","body":"Arcane items are items that enhance a Wizard's magical powers in some fashion. Only Wizards can purchase Arcane Items. Arcane Items Arcane Familiar Dispel Scroll* Earthing Rod Feedback Scroll Lore Familiar Power Scroll* Scroll of Disruption Scroll of Transmogrification* Staff of Quietude Tome of Spellcraft Wand of Jet Rod of Might Scroll of Invocation* Infernal Familiar Arcane Familiar Dispel Scroll* Earthing Rod Feedback Scroll Lore Familiar Power Scroll* Scroll of Disruption Scroll of Transmogrification* Staff of Quietude Tome of Spellcraft Wand of Jet Rod of Might Scroll of Invocation* Infernal Familiar"},"574":{"id":"common/magic-item-list/battle-march-magic-items","path":"common/magic-item-list/battle-march-magic-items","title":"Battle March Magic Items","pathText":"common magic item list battle march magic items","type":"rule","body":"Unlike the common magic items listed in the Warhammer: the Old World rulebook, which can be used in any game, these items are created especially for games of Battle March and, as such, should only be included in muster lists written for games of Battle March. Battle March Magic Items Banner of Renown Diestro's Blade Enchanted Almanack Helm of Courage Iron-rimmed Shield Padded Hauberk Scroll of Deathly Whispers* Scroll of Fiery Convocation* Scroll of Obfuscation* Shadowed Mantle Skirmisher's Blade Talisman of Authority The All-Seeing Eye of Numas The Banner of the Bold The Ranger's Glass The Warding Talisman Thornspitter Stave Trailblazer's Hatchet Wilderness Map* Wyrdstone Shard Banner of Renown Diestro's Blade Enchanted Almanack Helm of Courage Iron-rimmed Shield Padded Hauberk Scroll of Deathly Whispers* Scroll of Fiery Convocation* Scroll of Obfuscation* Shadowed Mantle Skirmisher's Blade Talisman of Authority The All-Seeing Eye of Numas The Banner of the Bold The Ranger's Glass The Warding Talisman Thornspitter Stave Trailblazer's Hatchet Wilderness Map* Wyrdstone Shard"},"575":{"id":"common/magic-item-list/enchanted-items","path":"common/magic-item-list/enchanted-items","title":"Enchanted Items","pathText":"common magic item list enchanted items","type":"rule","body":"The enchanted items category includes all manner of wonderful artefacts too unique or specific to be included in another category. Enchanted items are often amongst the most prized magical items a character might possess. Note that a model can only consume a single potion (of any type) per Command phase. Enchanted Items Arch-Lightning Rod Becalming Orb Flying Carpet Healing Potion* Potion of Fervour Potion of Foolhardiness* Potion of Speed* Potion of Strength* Potion of Toughness* Ruby Ring of Ruin Wizarding Hat Ring of Doom Daemon-Blooded Steed Elixir of Power Arch-Lightning Rod Becalming Orb Flying Carpet Healing Potion* Potion of Fervour Potion of Foolhardiness* Potion of Speed* Potion of Strength* Potion of Toughness* Ruby Ring of Ruin Wizarding Hat Ring of Doom Daemon-Blooded Steed Elixir of Power"},"576":{"id":"common/magic-item-list/extremely-common-magic-items","path":"common/magic-item-list/extremely-common-magic-items","title":"Extremely Common Magic Items","pathText":"common magic item list extremely common magic items","type":"rule","body":"Some types of magic item are more common than others: scrolls on which simple spells are written that crumble to dust upon being read aloud; stones that contain magical power which can be cracked open to aid a Wizard's conjuration; even humble shields that bear runes of protection. Any magic item marked with an asterisk (*) is considered to be extremely common. Such items are seen in great number and, as such, can be purchased alongside other magic items from the same category. In addition, there is no limit to how many duplicates of such items can be included in an army, or even how many duplicates a character can carry (beyond the limit of how many points that character can spend on magic items)."},"577":{"id":"common/magic-item-list/limitations-and-uniqueness","path":"common/magic-item-list/limitations-and-uniqueness","title":"Limitations & Uniqueness","pathText":"common magic item list limitations and uniqueness","type":"rule","body":"As a general rule, most magic items are considered to be quite unique. Even common magic items are, for the most part, common only in that they are available to all races – they are not so common as to be available to each and every character in your army. To represent this, only one of each magic item can be included in your army. In addition, a model can only purchase one magic item from each category. There are, of course, exceptions to this rule of uniqueness. These are magic items carried by named characters and items considered to be 'extremely common'."},"578":{"id":"common/magic-item-list/magic-armour","path":"common/magic-item-list/magic-armour","title":"Magic Armour","pathText":"common magic item list magic armour","type":"rule","body":"Only a model that is equipped with (or that has the option to be equipped with) armour, a shield or barding may purchase a magical equivalent. A model can only wear a single suit of armour and can only carry one shield, and a mount can only wear a single suit of barding. Therefore, magic armour replaces any mundane equivalent the model is, or may be, equipped with. Magic armour follows the same rules as its mundane equivalent (if given). For example, a suit of magical heavy armour will grant its wearer an armour value of 5+. Magic Armour Armour of Destiny Armour of Meteoric Iron Armour of Silvered Steel Bedazzling Helm Charmed Shield* Enchanted Shield* Glittering Scales Levitating Shield Shield of the Warrior True Spellshield* Trailblazer's Hauberk Armour of Dark Faith Scale of False Promise Mantle of Drifting Shadow Armour of Destiny Armour of Meteoric Iron Armour of Silvered Steel Bedazzling Helm Charmed Shield* Enchanted Shield* Glittering Scales Levitating Shield Shield of the Warrior True Spellshield* Trailblazer's Hauberk Armour of Dark Faith Scale of False Promise Mantle of Drifting Shadow"},"579":{"id":"common/magic-item-list/magic-items","path":"common/magic-item-list/magic-items","title":"Magic Items (and Abilities)","pathText":"common magic item list magic items","type":"rule","body":"The Warhammer world is rich in magical artefacts and holy relics of great power. Soul-drinking swords, impenetrable suits of armour, ancient tomes of sorcerous knowledge and lost rings of incalculable might – many a long war has been fought solely for the possession of such treasures and the power they bestow."},"580":{"id":"common/magic-item-list/magic-standards","path":"common/magic-item-list/magic-standards","title":"Magic Standards","pathText":"common magic item list magic standards","type":"rule","body":"Some units have the option to purchase magic standards. To do so, the unit must include a standard bearer. The only character that can carry a magic standard is your army's Battle Standard Bearer. Magic Standards Banner of Iron Resolve Banner of Swirling Wind Banner of the Steadfast Monster Hunter's Tapestry Rampaging Banner Razor Standard The Blazing Banner Totem of Wrath War Banner The Banner of the Dark Heart Standard of the Fell Warrior Banner of Iron Resolve Banner of Swirling Wind Banner of the Steadfast Monster Hunter's Tapestry Rampaging Banner Razor Standard The Blazing Banner Totem of Wrath War Banner The Banner of the Dark Heart Standard of the Fell Warrior"},"581":{"id":"common/magic-item-list/magic-weapons","path":"common/magic-item-list/magic-weapons","title":"Magic Weapons","pathText":"common magic item list magic weapons","type":"rule","body":"Magic weapons grant the wielder extra abilities, new special rules or an improved profile, the better to slay enemies. Unless otherwise stated, the following rules apply to all magic weapons: A magic weapon cannot be used alongside an additional hand weapon, magical or mundane, to gain an extra attack. A character that wields a magic weapon cannot set it aside to use a mundane equivalent. For example, a character cannot set aside a magic combat weapon to use a mundane great weapon instead. If a character has more than one magic combat weapon, you must choose which they will use when their combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase and, unless the weapon itself states otherwise, the weapon chosen for the first round of a combat must be used for the duration of the combat. If a character has more than one magic missile weapon, you must choose which they will use when they are chosen to shoot during Step 1 of the Shooting phase. Magic Weapons Berserker Blade Biting Blade Burning Blade* Cackling Blade Dragon Slaying Sword Dragonblade Duellist's Blades Giant Blade Headsman's Axe Hell-forged Axe Meteor Hammer Ogre Blade Spelleater Axe Sword of Battle Sword of Might* Sword of Sorrow Sword of Striking* Sword of Swiftness Sword of Reaving Flail of Wrecks Grim Verdict Hunter's Scorn Berserker Blade Biting Blade Burning Blade* Cackling Blade Dragon Slaying Sword Dragonblade Duellist's Blades Giant Blade Headsman's Axe Hell-forged Axe Meteor Hammer Ogre Blade Spelleater Axe Sword of Battle Sword of Might* Sword of Sorrow Sword of Striking* Sword of Swiftness Sword of Reaving Flail of Wrecks Grim Verdict Hunter's Scorn"},"582":{"id":"common/magic-item-list/named-characters-magic-items","path":"common/magic-item-list/named-characters-magic-items","title":"Named Characters (Magic Items)","pathText":"common magic item list named characters magic items","type":"rule","body":"Famous and powerful individuals from the Warhammer world, named characters have access to the finest equipment. A named character may carry two or more items from a single category. Note that named characters may also be equipped with truly unique magic items which they and they alone can use."},"583":{"id":"common/magic-item-list/purchasing-magic-items","path":"common/magic-item-list/purchasing-magic-items","title":"Purchasing Magic Items","pathText":"common magic item list purchasing magic items","type":"rule","body":"If a model can purchase magic items, this will be listed among the options given in its rules, along with a limit to how many points can be spent on magic items for that model. Usually, only characters can purchase magic items, though some unit champions or standard bearers have the option to purchase magic items as well. Any magic items purchased should be noted down and their points added to that of the model that carries them on your muster list"},"584":{"id":"common/magic-item-list/single-use-magic-items","path":"common/magic-item-list/single-use-magic-items","title":"Single Use Magic Items","pathText":"common magic item list single use magic items","type":"rule","body":"Some magic items are noted as being 'single use'. Such magic items can only be used once per game. Once used, the item's magic is spent and it cannot be used again."},"585":{"id":"common/magic-item-list/talismans","path":"common/magic-item-list/talismans","title":"Talismans","pathText":"common magic item list talismans","type":"rule","body":"Talismans are tokens of magical protection, worn by warriors to protect them from harm both physical and magical. Talismans Dawnstone Icon of Fortitude Ironhide Talisman Luckstone* Obsidian Lodestone* Paymaster's Coin* Talisman of Protection Amulet of Spell Attraction Periapt of Soul Exchange Dawnstone Icon of Fortitude Ironhide Talisman Luckstone* Obsidian Lodestone* Paymaster's Coin* Talisman of Protection Amulet of Spell Attraction Periapt of Soul Exchange"},"586":{"id":"common/magic-item-list/types-of-magic-item","path":"common/magic-item-list/types-of-magic-item","title":"Types of Magic Item","pathText":"common magic item list types of magic item","type":"rule","body":"There are six categories of magic item: magic weapons, magic armour, talismans, magic standards, enchanted items and arcane items. Magic Weapons: Most often swords, but also axes, maces, spears, bows and so forth. A magical weapon is a great boon to a warrior. Magic Armour: Helms, shields, breastplates, even partial and full suits of armour, all can be ensorcelled in some way. Talismans: Talismans, charms, amulets and wards are tokens of magical protection. Magic Standards: Be it an honoured relic of a famous regiment, a fine tapestry blessed by a priest, or even the head of a mighty beast stuck on a pole, many standards are quite magical. Enchanted Items: Many magic items are rather unique in design or of a very particular type, such as rings, amulets, magic boots, and so forth. These items are enchanted items. Arcane Items: Be it a spell book, a scroll, even a wand or staff, these are items carried by Wizards to increase their powers or enhance their knowledge. Magic Weapons Magic Armour Talismans Magic Standards Enchanted Items Arcane Items"},"587":{"id":"common/magic-item-list/using-magic-items","path":"common/magic-item-list/using-magic-items","title":"Using Magic Items","pathText":"common magic item list using magic items","type":"rule","body":"The sections that follow detail 'common' magic items. These represent magic items of similar types that are crafted and used by all the races of the world and that share common design, purpose or magical properties. Unless stated otherwise, common magic items are available to each and every army. In addition, each army list includes a number of magic items unique to that army – items which can only be carried and used by models belonging to that army. Think of the common magic items given here as rules given to represent popular ideas and designs favoured by all races, and those that accompany each army list as more specialised and specific items."},"588":{"id":"common/magic-item-list/whats-in-a-name","path":"common/magic-item-list/whats-in-a-name","title":"What's in a Name?","pathText":"common magic item list whats in a name","type":"rule","body":"The magic items listed on the following sections often have a name that describes them quite specifically, but this does not mean a model has to carry or wear that exact item. The important thing to remember with common magic items is that the rules given represent something that might appear in any army – something with a quite common magical effect, but an appearance unique to the race that created it. For example, in the hands of a General of the Empire, it would make sense for a 'Sword of Striking' to resemble a fine rapier, but when wielded by an Orc Warboss that same rapier would look out of place. It is perfectly acceptable for the model of an Orc Warboss equipped with a Sword of Striking to carry a large and brutal cleaver instead. What matters is that the points have been paid to include the item in your army, and that a suitable weapon is wielded by the model so that your opponent can easily remember what it represents."},"589":{"id":"common/magic-item/amulet-of-spell-attraction","path":"common/magic-item/amulet-of-spell-attraction","title":"Amulet of Spell Attraction","pathText":"common magic item amulet of spell attraction","type":"magic-item","body":"This pendant allows the bearer to shield their allies from a magical onslaught, but they do so at their own peril. Once per turn, when a friendly unit within the bearer's Command range is targeted by a Magic Missile or Hex, the bearer may make a Leadership test. If the test is passed, the bearer may choose to redirect the spell onto themselves rather than the original target, even if they are out of range or would not normally be an eligible target. The spell is then resolved with the bearer of the Amulet as its target."},"590":{"id":"common/magic-item/arcane-familiar","path":"common/magic-item/arcane-familiar","title":"Arcane Familiar","pathText":"common magic item arcane familiar","type":"magic-item","body":"Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic. The Lores of Magic"},"591":{"id":"common/magic-item/arch-lightning-rod","path":"common/magic-item/arch-lightning-rod","title":"Arch-Lightning Rod","pathText":"common magic item arch lightning rod","type":"magic-item","body":"Crackling lightning fills the heavens with peril, grounding the creatures of the sky. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Arch-Lightning Rod may attempt to use it by making a Leadership test (using their own, unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule. Command Leadership Tests Start of Turn Fly (X)"},"592":{"id":"common/magic-item/armour-of-dark-faith","path":"common/magic-item/armour-of-dark-faith","title":"Armour of Dark Faith","pathText":"common magic item armour of dark faith","type":"magic-item","body":"Whilst the wearer's faith in this armour holds, even the most telling of blows can be turned aside, but should their belief falter, its protective wards shall fail. Models whose troop type is 'infantry' or 'cavalry' only. The Armour of Dark Faith is a suit of light armour. In addition, the wearer may re-roll any failed armour saves. However, if the wearer of the Armour of Dark Faith loses a Wound, this effect is lost and it counts as light armour for the rest of the game."},"593":{"id":"common/magic-item/armour-of-destiny","path":"common/magic-item/armour-of-destiny","title":"Armour of Destiny","pathText":"common magic item armour of destiny","type":"magic-item","body":"The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered. Heavy Armour Ward Saves"},"594":{"id":"common/magic-item/armour-of-meteoric-iron","path":"common/magic-item/armour-of-meteoric-iron","title":"Armour of Meteoric Iron","pathText":"common magic item armour of meteoric iron","type":"magic-item","body":"This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either. Armour Value"},"595":{"id":"common/magic-item/armour-of-silvered-steel","path":"common/magic-item/armour-of-silvered-steel","title":"Armour of Silvered Steel","pathText":"common magic item armour of silvered steel","type":"magic-item","body":"Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way. Armour Value"},"596":{"id":"common/magic-item/banner-of-iron-resolve","path":"common/magic-item/banner-of-iron-resolve","title":"Banner of Iron Resolve","pathText":"common magic item banner of iron resolve","type":"magic-item","body":"No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule. Stubborn"},"597":{"id":"common/magic-item/banner-of-renown","path":"common/magic-item/banner-of-renown","title":"Banner of Renown","pathText":"common magic item banner of renown","type":"magic-item","body":"The mere sight of an infamous regiment's banner can fill the enemy with dread and tip the outcome of battle. Single use. When calculating its combat result, a unit carrying the Banner of Renown may claim an additional bonus of +1 combat result point."},"598":{"id":"common/magic-item/banner-of-swirling-wind","path":"common/magic-item/banner-of-swirling-wind","title":"Banner of Swirling Wind","pathText":"common magic item banner of swirling wind","type":"magic-item","body":"Gale-force winds surge around this standard so fiercely that arrows and shot are blown forcefully away from their target. Any enemy model that shoots at a unit carrying the Banner of Swirling Wind suffers an additional -1 To Hit modifier."},"599":{"id":"common/magic-item/banner-of-the-steadfast","path":"common/magic-item/banner-of-the-steadfast","title":"Banner of the Steadfast","pathText":"common magic item banner of the steadfast","type":"magic-item","body":"Woven into the bright fabric of this banner is a scene of unimaginable gallantry, a scene that serves to inspire those who fight in its shadow to hold their ground no matter the odds. Models whose troop type is infantry only. Should a unit carrying the Banner of the Steadfast belong to the losing side of a Combat, it can Fall Back in Good Order even if the Unit Strength of the winning side is more than twice that of its own side. Infantry Fall Back in Good Order Unit Strength"},"600":{"id":"common/magic-item/becalming-orb","path":"common/magic-item/becalming-orb","title":"Becalming Orb","pathText":"common magic item becalming orb","type":"magic-item","body":"This pulsing crystal orb can syphon the Winds of Magic away from its bearer's enemies. Single Use. The bearer of the Becalming Orb may cast the following Bound spell, with a Power level of 1: Type Hex Casting Value 8+ Range Self Until your next Start of Turn sub-phase, enemy Wizards that are within 15\" of the caster when attempting to cast a spell must increase that spell's casting value by 2. Bound Spells Hex Range 'Self' Spells Start of Turn"},"601":{"id":"common/magic-item/bedazzling-helm","path":"common/magic-item/bedazzling-helm","title":"Bedazzling Helm","pathText":"common magic item bedazzling helm","type":"magic-item","body":"A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. Models whose troop type is infantry or cavalry only. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit. Infantry Cavalry Armour Value"},"602":{"id":"common/magic-item/berserker-blade","path":"common/magic-item/berserker-blade","title":"Berserker Blade","pathText":"common magic item berserker blade","type":"magic-item","body":"Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. Berserker Blade Extra Attacks (+1) Impetuous Magical Attacks Notes: The wielder of the Berserker Blade is Impetuous. Extra Attacks (+X) Impetuous Magical Attacks Impetuous"},"603":{"id":"common/magic-item/biting-blade","path":"common/magic-item/biting-blade","title":"Biting Blade","pathText":"common magic item biting blade","type":"magic-item","body":"The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. Biting Blade Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"604":{"id":"common/magic-item/burning-blade","path":"common/magic-item/burning-blade","title":"Burning Blade*","pathText":"common magic item burning blade","type":"magic-item","body":"Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. Burning Blade Flaming Attacks Magical Attacks Flaming Attacks Magical Attacks"},"605":{"id":"common/magic-item/cackling-blade","path":"common/magic-item/cackling-blade","title":"Cackling Blade","pathText":"common magic item cackling blade","type":"magic-item","body":"Those who carry the Cackling Blade relinquish all self control until the battle has long ended - often to their peril. Cackling Blade Extra Attacks (+D6) Magical Attacks Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the wielder of the Cackling Blade immediately loses a single Wound. Extra Attacks (+X) Magical Attacks"},"606":{"id":"common/magic-item/charmed-shield","path":"common/magic-item/charmed-shield","title":"Charmed Shield*","pathText":"common magic item charmed shield","type":"magic-item","body":"A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield. Shield Ward Saves"},"607":{"id":"common/magic-item/daemon-blooded-steed","path":"common/magic-item/daemon-blooded-steed","title":"Daemon-Blooded Steed","pathText":"common magic item daemon blooded steed","type":"magic-item","body":"Whilst there are many noble steeds in the Old World whose size and strength comes from a thoroughbred lineage, other beasts owe their prowess to something far more nefarious. Models whose troop type is 'cavalry' only. The bearer's mount improves its Movement, Strength and Attacks characteristics by 1 (to a maximum of 10), but gains the Impetuous special rule."},"608":{"id":"common/magic-item/dawnstone","path":"common/magic-item/dawnstone","title":"Dawnstone","pathText":"common magic item dawnstone","type":"magic-item","body":"The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1. Make Armour Saves (Combat)"},"609":{"id":"common/magic-item/diestros-blade","path":"common/magic-item/diestros-blade","title":"Diestro's Blade","pathText":"common magic item diestros blade","type":"magic-item","body":"Forged with an uncanny quickness, the wielder of Diestro's Blade strikes faster than the eye can see. Diestro's Blade Profile Magical Attacks Notes: The wielder of this weapon has a +1 modifier to their Initiative characteristic. Magical Attacks"},"610":{"id":"common/magic-item/dispel-scroll","path":"common/magic-item/dispel-scroll","title":"Dispel Scroll*","pathText":"common magic item dispel scroll","type":"magic-item","body":"The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art. Wizardly Dispel Dispel Roll & Dispel Result Outclassed in the Art"},"611":{"id":"common/magic-item/dragon-slaying-sword","path":"common/magic-item/dragon-slaying-sword","title":"Dragon Slaying Sword","pathText":"common magic item dragon slaying sword","type":"magic-item","body":"A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. Dragon Slaying Sword Magical Attacks Monster Slayer Magical Attacks Monster Slayer"},"612":{"id":"common/magic-item/duellists-blades","path":"common/magic-item/duellists-blades","title":"Duellist's Blades","pathText":"common magic item duellists blades","type":"magic-item","body":"Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. Duellist’s Blades Extra Attacks (+2) Magical Attacks Requires Two Hands Extra Attacks (+X) Magical Attacks Requires Two Hands"},"613":{"id":"common/magic-item/earthing-rod","path":"common/magic-item/earthing-rod","title":"Earthing Rod","pathText":"common magic item earthing rod","type":"magic-item","body":"Inert metal runs the length of the Wizard's staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table. Miscast Table"},"614":{"id":"common/magic-item/elixir-of-power","path":"common/magic-item/elixir-of-power","title":"Elixir of Power","pathText":"common magic item elixir of power","type":"magic-item","body":"Potions and tonics have long been used by the wealthy and powerful to enhance their abilities in and out of combat, but some are easier to imbibe than others. Single use. During the Command sub-phase of their turn, the bearer of an Elixir of Power can consume it. Until their next Start of Turn sub-phase, the model has a +1 modifier to their Strength, Attacks and Initiative characteristics (to a maximum of 10). Once this effect ends, the bearer loses a single Wound. This Wound cannot be recovered by a Regeneration save."},"615":{"id":"common/magic-item/enchanted-almanack","path":"common/magic-item/enchanted-almanack","title":"Enchanted Almanack","pathText":"common magic item enchanted almanack","type":"magic-item","body":"Filled with strange tales, the dusty pages of this old book occasionally reveal useful information and uncanny prophesies. If a character in your army bears the Enchanted Almanack, you may re-roll your D6 when required to roll on the Chaos of War table (see page 41)."},"616":{"id":"common/magic-item/enchanted-shield","path":"common/magic-item/enchanted-shield","title":"Enchanted Shield*","pathText":"common magic item enchanted shield","type":"magic-item","body":"A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Shield Ward Saves"},"617":{"id":"common/magic-item/feedback-scroll","path":"common/magic-item/feedback-scroll","title":"Feedback Scroll","pathText":"common magic item feedback scroll","type":"magic-item","body":"When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound. Wizardly Dispel"},"618":{"id":"common/magic-item/flail-of-wrecks","path":"common/magic-item/flail-of-wrecks","title":"Flail of Wrecks","pathText":"common magic item flail of wrecks","type":"magic-item","body":"Fell weapons occasionally wash ashore from wrecked ships in the Sea of Claws, but their corrupt origins remain a mystery to whoever finds them. Flail of Wrecks Armour Bane (1) Magical Attacks Multiple Wounds (2) Notes: The Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Should the wielder make any rolls To Wound of a natural 1 during the Combat phase, their Initiative is reduced by 1 (to a minimum of 1) for the remainder of the game. Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"619":{"id":"common/magic-item/flying-carpet","path":"common/magic-item/flying-carpet","title":"Flying Carpet","pathText":"common magic item flying carpet","type":"magic-item","body":"Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is regular infantry or heavy infantry only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit. Regular Infantry Heavy Infantry Fly (X) Swiftstride"},"620":{"id":"common/magic-item/giant-blade","path":"common/magic-item/giant-blade","title":"Giant Blade","pathText":"common magic item giant blade","type":"magic-item","body":"A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. Giant Blade Armour Bane (2) Magical Attacks Multiple Wounds (2) Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"621":{"id":"common/magic-item/glittering-scales","path":"common/magic-item/glittering-scales","title":"Glittering Scales","pathText":"common magic item glittering scales","type":"magic-item","body":"Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer. Light Armour"},"622":{"id":"common/magic-item/grim-verdict","path":"common/magic-item/grim-verdict","title":"Grim Verdict","pathText":"common magic item grim verdict","type":"magic-item","body":"Those who carry this great hammer believe they are filled with righteous fervour, but in truth, their wrath comes from a much fouler source. Grim Verdict Armour Bane (2) Furious Charge Impetuous Magical Attacks Requires Two Hands Strikes Last Notes: Should the wielder lose a round of combat, they suffer a single wound with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Armour Bane (X) Furious Charge Impetuous Magical Attacks Requires Two Hands Strike Last"},"623":{"id":"common/magic-item/headsmans-axe","path":"common/magic-item/headsmans-axe","title":"Headsman's Axe","pathText":"common magic item headsmans axe","type":"magic-item","body":"A wide bladed axe, steeped in the blood of its countless helpless victims. Headsman’s Axe Killing Blow Magical Attacks Requires Two Hands Killing Blow Magical Attacks Requires Two Hands"},"624":{"id":"common/magic-item/healing-potion","path":"common/magic-item/healing-potion","title":"Healing Potion*","pathText":"common magic item healing potion","type":"magic-item","body":"Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds."},"625":{"id":"common/magic-item/hell-forged-axe","path":"common/magic-item/hell-forged-axe","title":"Hell-forged Axe","pathText":"common magic item hell forged axe","type":"magic-item","body":"In the midst of battle, smoke billows and flames burst from the glowing blade of this fell weapon. Hell-forged Axe Profile Armour Bane (3) Flaming Attacks Magical Attacks Armour Bane (X) Flaming Attacks Magical Attacks"},"626":{"id":"common/magic-item/helm-of-courage","path":"common/magic-item/helm-of-courage","title":"Helm of Courage","pathText":"common magic item helm of courage","type":"magic-item","body":"This battered helmet gives its wearer an air of confidence that fills those they command with courage. May be worn with other armour. The wearer of the Helm of Courage improves their armour value by 1. In addition, once per game the wearer (and any unit they have joined) may re-roll the 2D6 when making a Break test. Break Test"},"627":{"id":"common/magic-item/hunters-scorn","path":"common/magic-item/hunters-scorn","title":"Hunter's Scorn","pathText":"common magic item hunters scorn","type":"magic-item","body":"The wielder of this accursed bow delights in inflicting wounds that slow their quarry. Hunter's Scorn Armour Bane (1) Magical Attacks Multiple Shots (2) Notes: Should an enemy model with a Wounds characteristic of 2 or more suffer one or more unsaved wounds from this weapon, they and their unit suffer a -1 modifier to their Initiative characteristic (to a minimum of 1) for the remainder of the game. However, if the wielder of Hunter's Scorn fails to wound their target, this effect is lost. Armour Bane (X) Magical Attacks Multiple Shots (X)"},"628":{"id":"common/magic-item/icon-of-fortitude","path":"common/magic-item/icon-of-fortitude","title":"Icon of Fortitude","pathText":"common magic item icon of fortitude","type":"magic-item","body":"Carefully woven with protective enchantments, this exquisite brooch is said to shield its bearer from the deadliest blows. Models whose troop type is infantry or cavalry only. The bearer is immune to the Multiple Wounds (X) special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound. Infantry Cavalry Multiple Wounds (X)"},"629":{"id":"common/magic-item/infernal-familiar","path":"common/magic-item/infernal-familiar","title":"Infernal Familiar","pathText":"common magic item infernal familiar","type":"magic-item","body":"The daemonic familiars of Chaos are able to take on many forms, appearing as helpful assistants as they weave their deceitful webs of corruption. The owner of an Infernal Familiar may select either Doombolt or Winds of Chaos (see page 83 of Ravening Hordes) in addition to the other spells they know. However, should the Wizard ever suffer a miscast whilst casting the selected spell, they cannot cast it again for the remainder of the game in addition to any other effects from the Miscast table."},"630":{"id":"common/magic-item/iron-rimmed-shield","path":"common/magic-item/iron-rimmed-shield","title":"Iron-rimmed Shield","pathText":"common magic item iron rimmed shield","type":"magic-item","body":"Despite its size and weight, this well-balanced shield can easily be used as an improvised weapon. The Iron-rimmed Shield is a shield. The bearer (but not their mount, should they have one) has a +1 modifier to their Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon. Shield"},"631":{"id":"common/magic-item/ironhide-talisman","path":"common/magic-item/ironhide-talisman","title":"Ironhide Talisman","pathText":"common magic item ironhide talisman","type":"magic-item","body":"It is said that the one who bears this powerful heirloom can endure even the most telling blows. Models whose troop type is infantry only. Any enemy model that makes a successful roll To Hit against the bearer of the Ironhide Talisman during the Shooting phase or Combat phase must re-roll any rolls To Wound of a natural 6. Note that this magic item does not work against attacks that hit automatically. Infantry The Shooting Phase The Combat Phase"},"632":{"id":"common/magic-item/levitating-shield","path":"common/magic-item/levitating-shield","title":"Levitating Shield","pathText":"common magic item levitating shield","type":"magic-item","body":"Born aloft by a cunning enchantment, this shield seems to place itself between its owner and the weapons of the enemy. Models whose troop type is infantry only. The Levitating Shield is a shield. In addition, the bearer may use it alongside a weapon with the Requires Two Hands special rule during combat. Infantry Shield Requires Two Hands"},"633":{"id":"common/magic-item/lore-familiar","path":"common/magic-item/lore-familiar","title":"Lore Familiar","pathText":"common magic item lore familiar","type":"magic-item","body":"By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore's signature spell)."},"634":{"id":"common/magic-item/luckstone","path":"common/magic-item/luckstone","title":"Luckstone*","pathText":"common magic item luckstone","type":"magic-item","body":"Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll. Make Armour Saves (Combat)"},"635":{"id":"common/magic-item/mantle-of-drifting-shadow","path":"common/magic-item/mantle-of-drifting-shadow","title":"Mantle of Drifting Shadow","pathText":"common magic item mantle of drifting shadow","type":"magic-item","body":"This leather armour allows its wearer to pass like a shadow in the night, unnoticed by most, even if it is company and companionship they seek. Models whose troop type is 'infantry' only. The Mantle of Drifting Shadow is a suit of light armour. The wearer cannot be targeted by any shooting or spells from more than 6\" away. In addition, they improve their Movement characteristic by 1, but gain the Loner special rule."},"636":{"id":"common/magic-item/meteor-hammer","path":"common/magic-item/meteor-hammer","title":"Meteor Hammer","pathText":"common magic item meteor hammer","type":"magic-item","body":"No matter who wields this mighty hammer, their blows will land with the force of a meteor plummeting from the heavens. Meteor Hammer Profile Magical Attacks Requires Two Hands Notes: When making a roll To Wound with this weapon, a roll of a 3+ is always a success, regardless of the target's Toughness. Magical Attacks Requires Two Hands"},"637":{"id":"common/magic-item/monster-hunters-tapestry","path":"common/magic-item/monster-hunters-tapestry","title":"Monster Hunter's Tapestry","pathText":"common magic item monster hunters tapestry","type":"magic-item","body":"Those who have earned the right to fight under this standard have battled some of the Old World's most dangerous beasts and lived to tell the tale. Enemy units may not make Stomp Attacks against a unit carrying the Monster Hunter's Tapestry. Stomp Attacks (X)"},"638":{"id":"common/magic-item/obsidian-lodestone","path":"common/magic-item/obsidian-lodestone","title":"Obsidian Lodestone*","pathText":"common magic item obsidian lodestone","type":"magic-item","body":"An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3). Magic Resistance (-X)"},"639":{"id":"common/magic-item/ogre-blade","path":"common/magic-item/ogre-blade","title":"Ogre Blade","pathText":"common magic item ogre blade","type":"magic-item","body":"A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. Ogre Blade Armour Bane (1) Magical Attacks Multiple Wounds (D3) Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"640":{"id":"common/magic-item/padded-hauberk","path":"common/magic-item/padded-hauberk","title":"Padded Hauberk","pathText":"common magic item padded hauberk","type":"magic-item","body":"This heavy coat of armour is all but impervious to attacks made with anything but the sharpest of blades. The Padded Hauberk is a suit of heavy armour. In addition, the wearer improves their armour value by 1 against attacks with an AP characteristic of - (to a maximum of 2+). Heavy Armour Armour Piercing"},"641":{"id":"common/magic-item/paymasters-coin","path":"common/magic-item/paymasters-coin","title":"Paymaster's Coin*","pathText":"common magic item paymasters coin","type":"magic-item","body":"This heavy golden coin may not be enchanted, but its weight in its owner's pocket certainly inspires heroism. Single use. The bearer of a Paymaster's Coin can re-roll any failed rolls To Hit made during the Combat phase. The Combat Phase"},"642":{"id":"common/magic-item/periapt-of-soul-exchange","path":"common/magic-item/periapt-of-soul-exchange","title":"Periapt of Soul Exchange","pathText":"common magic item periapt of soul exchange","type":"magic-item","body":"By using the power within this trinket, the bearer can steal the lifeforce of others to replenish their own. Single use. During the Command sub-phase of their turn, the bearer of the Periapt of Soul Exchange may channel its power. If they do, D3 friendly models within the bearer's Command range are removed from play as casualties and the bearer recovers that many lost Wounds."},"643":{"id":"common/magic-item/potion-of-fervour","path":"common/magic-item/potion-of-fervour","title":"Potion of Fervour","pathText":"common magic item potion of fervour","type":"magic-item","body":"This noxious brew allows those who risk drinking it a moment of godliness upon the battlefield. Single Use. During the Command sub-phase of their turn, the bearer of the Potion of Fervour can consume it. Until the end of that turn, the model has a +D3 modifier to its Attacks characteristic (to a maximum of 10). Note that a model can only consume a single potion (of any type) per Command phase."},"644":{"id":"common/magic-item/potion-of-foolhardiness","path":"common/magic-item/potion-of-foolhardiness","title":"Potion of Foolhardiness*","pathText":"common magic item potion of foolhardiness","type":"magic-item","body":"A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune To Psychology special rule. Command Immune to Psychology"},"645":{"id":"common/magic-item/potion-of-speed","path":"common/magic-item/potion-of-speed","title":"Potion of Speed*","pathText":"common magic item potion of speed","type":"magic-item","body":"A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10). Command"},"646":{"id":"common/magic-item/potion-of-strength","path":"common/magic-item/potion-of-strength","title":"Potion of Strength*","pathText":"common magic item potion of strength","type":"magic-item","body":"A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10). Command"},"647":{"id":"common/magic-item/potion-of-toughness","path":"common/magic-item/potion-of-toughness","title":"Potion of Toughness*","pathText":"common magic item potion of toughness","type":"magic-item","body":"Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10). Command"},"648":{"id":"common/magic-item/power-scroll","path":"common/magic-item/power-scroll","title":"Power Scroll*","pathText":"common magic item power scroll","type":"magic-item","body":"Unfurling a scroll bearing runes of power can greatly increase the spell's power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast. Casting Roll, Casting Result & Casting Value Miscast"},"649":{"id":"common/magic-item/rampaging-banner","path":"common/magic-item/rampaging-banner","title":"Rampaging Banner","pathText":"common magic item rampaging banner","type":"magic-item","body":"As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll."},"650":{"id":"common/magic-item/razor-standard","path":"common/magic-item/razor-standard","title":"Razor Standard","pathText":"common magic item razor standard","type":"magic-item","body":"Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule. Armour Bane (X)"},"651":{"id":"common/magic-item/ring-of-doom","path":"common/magic-item/ring-of-doom","title":"Ring of Doom","pathText":"common magic item ring of doom","type":"magic-item","body":"The bearer of this ring unleashes bolts of powerful dark magic with a simple gesture. Yet, with each use the sickly infection upon the hand bearing the ring spreads. The bearer of the Ring of Doom can cast the Doombolt spell from the Lore of Dark Magic as a Bound spell, with a Power Level of 2. However, each time the spell is successfully cast, your opponent rolls a D6. On a roll of 4+, the bearer reduces their Toughness characteristic by 1 (to a minimum of 1)."},"652":{"id":"common/magic-item/rod-of-might","path":"common/magic-item/rod-of-might","title":"Rod of Might","pathText":"common magic item rod of might","type":"magic-item","body":"This staff greatly enhances the wielder's ability to harness the Winds of Magic, but with such power comes volatility, as one misspoken word during an incantation can lead to fatal consequences. The bearer of the Rod of Might may apply a +1 modifier to any of their casting results. However, the bearer will suffer a 'miscast' if a natural double 1 or 2 is rolled when making a Casting roll, rather than the usual natural double 1."},"653":{"id":"common/magic-item/ruby-ring-of-ruin","path":"common/magic-item/ruby-ring-of-ruin","title":"Ruby Ring of Ruin","pathText":"common magic item ruby ring of ruin","type":"magic-item","body":"Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1. Fireball Battle Magic Bound Spells"},"654":{"id":"common/magic-item/scale-of-false-promise","path":"common/magic-item/scale-of-false-promise","title":"Scale of False Promise","pathText":"common magic item scale of false promise","type":"magic-item","body":"This scalemail fuses with the wearer's flesh, corrupting mind and body, but the fortitude it offers makes many believe the power is worth the price asked of them. Models whose troop type is 'infantry' or 'cavalry' only. The Scale of False Promise is a suit of heavy armour. The wearer improves their Toughness and Wounds characteristics by 1, but becomes subject to the Stupidity special rule. If the wearer already suffers from Stupidity, they must apply a +1 modifier to the dice roll every time they make a Stupidity test."},"655":{"id":"common/magic-item/scroll-of-deathly-whispers","path":"common/magic-item/scroll-of-deathly-whispers","title":"Scroll of Deathly Whispers*","pathText":"common magic item scroll of deathly whispers","type":"magic-item","body":"Though it crumbles in their hands, the words within this scroll can summon forth a host of unquiet spirits to guard the reader. Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Deathly Whispers may read from it to cast the Deathly Cabal spell from the Lore of Necromancy. Deathly Cabal Necromancy"},"656":{"id":"common/magic-item/scroll-of-disruption","path":"common/magic-item/scroll-of-disruption","title":"Scroll of Disruption","pathText":"common magic item scroll of disruption","type":"magic-item","body":"When spoken aloud, the words upon this ancient scroll cause the Winds of Magic to bluster and the spells of the enemy to unravel. Once per turn, the bearer of the Scroll of Disruption may re-roll a Dispel roll. *Note all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items. Dispel Roll & Dispel Result"},"657":{"id":"common/magic-item/scroll-of-fiery-convocation","path":"common/magic-item/scroll-of-fiery-convocation","title":"Scroll of Fiery Convocation*","pathText":"common magic item scroll of fiery convocation","type":"magic-item","body":"Written to aid apprentices and acolytes in their studies, scrolls such as this allow Wizards to conjure fire from the air. Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Fiery Convocation may read from it to cast the Fireball spell from the Lore of Battle Magic. Fireball Battle Magic"},"658":{"id":"common/magic-item/scroll-of-invocation","path":"common/magic-item/scroll-of-invocation","title":"Scroll of Invocation*","pathText":"common magic item scroll of invocation","type":"magic-item","body":"The scrolls left behind by the agents of Chaos have allowed many inquisitive sorcerers to make great leaps in their magical ability - but the price for such progress is yet to be determined. 0-1 per Wizard. Single use. The bearer may use this scroll instead of making a Casting roll. If they do, the spell is cast as if the caster had rolled the minimum casting value of the spell. Dispel rolls may be attempted as normal."},"659":{"id":"common/magic-item/scroll-of-obfuscation","path":"common/magic-item/scroll-of-obfuscation","title":"Scroll of Obfuscation*","pathText":"common magic item scroll of obfuscation","type":"magic-item","body":"When read aloud, the nonsensical words etched upon this scroll can easily confuse and confound a Wizard's enemies. Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Obfuscation may read from it to cast the Confounding Convocation spell from the Lore of Illusion. Confounding Convocation Illusion"},"660":{"id":"common/magic-item/scroll-of-transmogrification","path":"common/magic-item/scroll-of-transmogrification","title":"Scroll of Transmogrification*","pathText":"common magic item scroll of transmogrification","type":"magic-item","body":"For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard's Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water). Wizardly Dispel Start of Turn"},"661":{"id":"common/magic-item/shadowed-mantle","path":"common/magic-item/shadowed-mantle","title":"Shadowed Mantle","pathText":"common magic item shadowed mantle","type":"magic-item","body":"The wearer of this darkened suit of brigandine armour seemingly vanishes amongst a crowd of warriors. Models whose troop type is infantry only. The Shadowed Mantle is a suit of light armour. In addition, the wearer cannot be targeted by enemy shooting or by enemy spells whilst within 6\" of a friendly unit, rather than the usual 3\", even if the wearer is the closest target. Infantry Light Armour"},"662":{"id":"common/magic-item/shield-of-the-warrior-true","path":"common/magic-item/shield-of-the-warrior-true","title":"Shield of the Warrior True","pathText":"common magic item shield of the warrior true","type":"magic-item","body":"A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase. Shield Ward Saves The Shooting Phase"},"663":{"id":"common/magic-item/skirmishers-blade","path":"common/magic-item/skirmishers-blade","title":"Skirmisher's Blade","pathText":"common magic item skirmishers blade","type":"magic-item","body":"The wielder of the Skirmisher's Blade strikes unexpectedly and with murderous efficiency. Skirmisher's Blade Profile Extra Attacks (+1) Magical Attacks Notes: If the wielder of this weapon is engaged with an enemy units flank or rear arc, they may re-roll any failed rolls To Wound. Extra Attacks (+X) Magical Attacks"},"664":{"id":"common/magic-item/spelleater-axe","path":"common/magic-item/spelleater-axe","title":"Spelleater Axe","pathText":"common magic item spelleater axe","type":"magic-item","body":"Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. Spelleater Axe Magical Attacks Magic Resistance (-2) Magical Attacks Magic Resistance (-X)"},"665":{"id":"common/magic-item/spellshield","path":"common/magic-item/spellshield","title":"Spellshield*","pathText":"common magic item spellshield","type":"magic-item","body":"The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell. Shield Ward Saves Magic Missiles Magical Vortex Assailment"},"666":{"id":"common/magic-item/staff-of-quietude","path":"common/magic-item/staff-of-quietude","title":"Staff of Quietude","pathText":"common magic item staff of quietude","type":"magic-item","body":"With a gesture, the bearer of the Staff of Quietude calms the Winds of Magic, causing spells and conjurations to dissipate into the other. During the Command sub-phase of their turn, the bearer of the Staff of Quietude can attempt to unleash its power by making a Leadership test. If this test is passed, all Remains in Play spells currently in play are dispelled, including spells cast by friendly models. Command Leadership Tests Remains in Play"},"667":{"id":"common/magic-item/standard-of-the-fell-warrior","path":"common/magic-item/standard-of-the-fell-warrior","title":"Standard of the Fell Warrior","pathText":"common magic item standard of the fell warrior","type":"magic-item","body":"Those who wage war beneath this standard fight as a single being, shifting their battleline without word or signal. Single use. During the Remaining Moves sub-phase, a unit carrying this standard may perform a free redress the ranks manoeuvre immediately before moving. Once this manoeuvre is complete, the unit moves as normal but cannot turn or perform a quick turn."},"668":{"id":"common/magic-item/sword-of-battle","path":"common/magic-item/sword-of-battle","title":"Sword of Battle","pathText":"common magic item sword of battle","type":"magic-item","body":"A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. Sword of Battle Armour Bane (1) Extra Attacks (+1) Magical Attacks Armour Bane (X) Extra Attacks (+X) Magical Attacks"},"669":{"id":"common/magic-item/sword-of-might","path":"common/magic-item/sword-of-might","title":"Sword of Might*","pathText":"common magic item sword of might","type":"magic-item","body":"Bound around with powerful runes that increase its power and enhance the strength of its bearer. Sword of Might Magical Attacks Magical Attacks"},"670":{"id":"common/magic-item/sword-of-reaving","path":"common/magic-item/sword-of-reaving","title":"Sword of Reaving","pathText":"common magic item sword of reaving","type":"magic-item","body":"Though the blade pulses with fell runes when it sheds blood, the power it grants makes such foreboding omens easy to overlook. Sword of Reaving Extra Attacks (+D3) Magical Attacks Notes: If, after making their attacks, the wielder of this weapon has failed to cause any wounds, they suffer D3 Strength 4 hits with an AP of -1. Extra Attacks (+X) Magical Attacks"},"671":{"id":"common/magic-item/sword-of-sorrow","path":"common/magic-item/sword-of-sorrow","title":"Sword of Sorrow","pathText":"common magic item sword of sorrow","type":"magic-item","body":"Though it possesses no special properties when wielded in combat, it is said that a gesture with the Sword of Sorrow can pierce an enemy's heart from afar. Sword of Sorrow Profile Armour Bane (2) Magical Attacks Multiple Wounds (2) Notes: The Sword of Sorrow is a missile weapon; it cannot be used in combat. No Ward or Regeneration saves are permitted against wounds caused by the Sword of Sorrow. Armour Bane (X) Magical Attacks Multiple Wounds (X) Ward Saves Regeneration (X+)"},"672":{"id":"common/magic-item/sword-of-striking","path":"common/magic-item/sword-of-striking","title":"Sword of Striking*","pathText":"common magic item sword of striking","type":"magic-item","body":"Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. Sword of Striking Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit. Magical Attacks"},"673":{"id":"common/magic-item/sword-of-swiftness","path":"common/magic-item/sword-of-swiftness","title":"Sword of Swiftness","pathText":"common magic item sword of swiftness","type":"magic-item","body":"Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. Sword of Swiftness Magical Attacks Strike First Magical Attacks Strike First"},"674":{"id":"common/magic-item/talisman-of-authority","path":"common/magic-item/talisman-of-authority","title":"Talisman of Authority","pathText":"common magic item talisman of authority","type":"magic-item","body":"A mere glance from the bearer of this ornate talisman is enough to make an enemy lower their weapons and stand to attention. Single use. Enemy models that wish to direct their attacks against the bearer of the Talisman of Authority during the Combat phase must first make a Leadership test (using their own Leadership). If this test is passed, they may attack as normal. If this test is failed, they cannot attack this turn. The Combat Phase Leadership Tests"},"675":{"id":"common/magic-item/talisman-of-protection","path":"common/magic-item/talisman-of-protection","title":"Talisman of Protection","pathText":"common magic item talisman of protection","type":"magic-item","body":"A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered. Ward Saves"},"676":{"id":"common/magic-item/the-all-seeing-eye-of-numas","path":"common/magic-item/the-all-seeing-eye-of-numas","title":"The All-Seeing Eye of Numas","pathText":"common magic item the all seeing eye of numas","type":"magic-item","body":"Liberated from a dusty tomb, this glass orb enables its bearer to see enemies that lurk within even the densest undergrowth. The bearer of the All-Seeing Eye of Numas ignores modifiers for full and partial cover and, when determining their line of sight for the purposes of shooting, ignores woods. Target Behind Full Cover Target Behind Partial Cover"},"677":{"id":"common/magic-item/the-banner-of-the-bold","path":"common/magic-item/the-banner-of-the-bold","title":"The Banner of the Bold","pathText":"common magic item the banner of the bold","type":"magic-item","body":"Proudly borne aloft by the veterans of many battles, a unit entrusted with this tattered banner is filled with courage. A unit carrying the Banner of the Bold gains the Veteran special rule. Veteran"},"678":{"id":"common/magic-item/the-banner-of-the-dark-heart","path":"common/magic-item/the-banner-of-the-dark-heart","title":"The Banner of the Dark Heart","pathText":"common magic item the banner of the dark heart","type":"magic-item","body":"Though it bestows stoicism and bravery, this standard breeds contempt toward those not fighting in its shadow. When required to make a Fear, Panic or Terror test, a unit carrying this standard may roll an extra D6 and discard the highest result. However, a unit carrying this banner cannot benefit from the General's Inspiring Presence special rule."},"679":{"id":"common/magic-item/the-blazing-banner","path":"common/magic-item/the-blazing-banner","title":"The Blazing Banner","pathText":"common magic item the blazing banner","type":"magic-item","body":"An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule. Flaming Attacks"},"680":{"id":"common/magic-item/the-rangers-glass","path":"common/magic-item/the-rangers-glass","title":"The Ranger's Glass","pathText":"common magic item the rangers glass","type":"magic-item","body":"The most successful commanders of vanguard and scouting forces are the ones that diligently scour the landscape ahead. If your General is equipped with the Ranger's Glass, you add +1 to your roll when rolling off to choose who takes the first turn. If both players' Generals are equipped with this item, a roll-off decides which is authentic. The owner of the authentic item may use it. The owner of the other finds it to be a worthless copy. The General (Characters)"},"681":{"id":"common/magic-item/the-warding-talisman","path":"common/magic-item/the-warding-talisman","title":"The Warding Talisman","pathText":"common magic item the warding talisman","type":"magic-item","body":"The air shimmers around the Warding Talisman, stealing enemy attacks of their strength. The Warding Talisman gives its bearer a 6+ Ward save against any wounds suffered. Ward Saves"},"682":{"id":"common/magic-item/thornspitter-stave","path":"common/magic-item/thornspitter-stave","title":"Thornspitter Stave","pathText":"common magic item thornspitter stave","type":"magic-item","body":"Though it resembles a gnarled wooden staff, the Thornspitter Stave hides a deadly secret, enabling its wielder to strike their enemies from afar. Ranged: Thornspitter Stave (Ranged) Profile Armour Bane (1) Magical Attacks Ponderous Combat: Thornspitter Stave (Combat) Profile Armour Bane (1) Magical Attacks Notes: The Thornspitter Stave has two profiles, representing how it is used at range and in combat. Armour Bane (X) Magical Attacks Ponderous Armour Bane (X) Magical Attacks"},"683":{"id":"common/magic-item/tome-of-spellcraft","path":"common/magic-item/tome-of-spellcraft","title":"Tome of Spellcraft","pathText":"common magic item tome of spellcraft","type":"magic-item","body":"Reading aloud from a dusty tome of great age, the Wizard enunciates their spells with unrivalled clarity and precision. Once per turn, the bearer of the Tome of Spellcraft may re-roll a Casting roll. *Note all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items. Casting Roll, Casting Result & Casting Value"},"684":{"id":"common/magic-item/totem-of-wrath","path":"common/magic-item/totem-of-wrath","title":"Totem of Wrath","pathText":"common magic item totem of wrath","type":"magic-item","body":"Cruel runes etched into the surface of this icon tremble with power, causing those around it to succumb to an animalistic ferocity. During a turn in which it charged, models within a unit carrying the Totem of Wrath improve the Armour Piercing characteristic of their weapons by 1, and may re-roll any rolls To Wound of a natural 1. Armour Piercing"},"685":{"id":"common/magic-item/trailblazers-hatchet","path":"common/magic-item/trailblazers-hatchet","title":"Trailblazer's Hatchet","pathText":"common magic item trailblazers hatchet","type":"magic-item","body":"Glowing with forge-heat, this hatchet cleaves through armour as easily as dense undergrowth. Trailblazer's Hatchet Profile Flaming Attacks Magical Attacks Move Through Cover Notes: Models whose troop type is infantry only. Once per game, during their Start of Turn sub-phase, the wielder of the Trailblazer's Hatchet may use it to reveal the path ahead. Until the end of that turn, the wielder and their unit gains the Move Through Cover special rule. Flaming Attacks Magical Attacks Move Through Cover Infantry Start of Turn Move Through Cover"},"686":{"id":"common/magic-item/trailblazers-hauberk","path":"common/magic-item/trailblazers-hauberk","title":"Trailblazer's Hauberk","pathText":"common magic item trailblazers hauberk","type":"magic-item","body":"The local flora seems to shift and bend to allow the wearer to pass unimpeded through even the thickest briar. Models whose troop type is infantry only. The Trailblazer's Hauberk is a suit of heavy armour. In addition, its wearer gains the Move Through Cover and Scouts special rules. Infantry Move Through Cover Scouts"},"687":{"id":"common/magic-item/wand-of-jet","path":"common/magic-item/wand-of-jet","title":"Wand of Jet","pathText":"common magic item wand of jet","type":"magic-item","body":"Carved from brittle jet, this wand refines a Wizard's power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result"},"688":{"id":"common/magic-item/war-banner","path":"common/magic-item/war-banner","title":"War Banner","pathText":"common magic item war banner","type":"magic-item","body":"A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point."},"689":{"id":"common/magic-item/wilderness-map","path":"common/magic-item/wilderness-map","title":"Wilderness Map*","pathText":"common magic item wilderness map","type":"magic-item","body":"Those officers that study their maps are less likely to fall prey to the perils of the wilderness. When the bearer of the Wilderness Map (or their unit) causes a roll to be made on the Wilderness Terrain table (see page 40), you may re-roll the D6."},"690":{"id":"common/magic-item/wizarding-hat","path":"common/magic-item/wizarding-hat","title":"Wizarding Hat","pathText":"common magic item wizarding hat","type":"magic-item","body":"This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule. The Lores of Magic Stupidity"},"691":{"id":"common/magic-item/wyrdstone-shard","path":"common/magic-item/wyrdstone-shard","title":"Wyrdstone Shard","pathText":"common magic item wyrdstone shard","type":"magic-item","body":"Polished smooth by the touch of its owner, this strangely glowing shard of stone fills the air around it with magical energy. Single use. Immediately before the bearer of the Wyrdstone Shard makes either a Casting roll or a Dispel roll, they may declare they will use it to apply a +1 modifier. to that roll. Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result"},"692":{"id":"common/magic-lore/battle-magic","path":"common/magic-lore/battle-magic","title":"Battle Magic","pathText":"common magic lore battle magic","type":"magic-lore","body":"Battle Magic Hammerhand Signature Spell Fireball 1 Curse of Arrow Attraction 2 Pillar of Fire 3 Arcane Urgency 4 Oaken Shield 5 Curse of Cowardly Flight 6 Hammerhand Fireball Curse of Arrow Attraction Pillar of Fire Arcane Urgency Oaken Shield Curse of Cowardly Flight"},"693":{"id":"common/magic-lore/cards","path":"common/magic-lore/cards","title":"Magic Lore Index","pathText":"common magic lore cards","type":"magic-lore","body":"Battle Magic Daemonology Dark Magic Elementalism High Magic Illusion Lore of Athel Loren Lore of Beasts Lore of Chaos Lore of Daemons Lore of Gork Lore of Hashut Lore of Lustria Lore of Mork Lore of Naggaroth Lore of Nehekhara Lore of Primal Magic Lore of Saphery Lore of the Great Maw Lore of the Horned Rat Lore of the Lady Lore of the Shadowlands Lore of the Wilds Lore of Troll Magic Lore of Undeath Lore of Yang Lore of Yin Necromancy Waaagh! Magic Battle Magic Daemonology Dark Magic Elementalism High Magic Illusion Lore of Athel Loren Lore of Beasts Lore of Chaos Lore of Daemons Lore of Gork Lore of Hashut Lore of Lustria Lore of Mork Lore of Naggaroth Lore of Nehekhara Lore of Primal Magic Lore of Saphery Lore of the Great Maw Lore of the Horned Rat Lore of the Lady Lore of the Shadowlands Lore of the Wilds Lore of Troll Magic Lore of Undeath Lore of Yang Lore of Yin Necromancy Waaagh! Magic"},"694":{"id":"common/magic-lore/daemonology","path":"common/magic-lore/daemonology","title":"Daemonology","pathText":"common magic lore daemonology","type":"magic-lore","body":"Daemonology The Summoning Signature Spell Steed of Shadows 1 Gathering Darkness 2 Daemonic Familiars 3 Daemonic Vessel 4 Vortex of Chaos 5 Daemonic Vigour 6 The Summoning Steed of Shadows Gathering Darkness Daemonic Familiars Daemonic Vessel Vortex of Chaos Daemonic Vigour"},"695":{"id":"common/magic-lore/dark-magic","path":"common/magic-lore/dark-magic","title":"Dark Magic","pathText":"common magic lore dark magic","type":"magic-lore","body":"Dark Magic Doombolt Signature Spell Word of Pain 1 Stream of Corruption 2 Infernal Gateway 3 Phantasmagoria 4 Battle Lust 5 Soul Eater 6 Doombolt Word of Pain Stream of Corruption Infernal Gateway Phantasmagoria Battle Lust Soul Eater"},"696":{"id":"common/magic-lore/elementalism","path":"common/magic-lore/elementalism","title":"Elementalism","pathText":"common magic lore elementalism","type":"magic-lore","body":"Elementalism Storm Call Signature Spell Flaming Sword 1 Plague of Rust 2 Summon Elemental Spirit 3 Earthen Ramparts 4 Wind Blast 5 Travel Mystical Pathway 6 Storm Call Flaming Sword Plague of Rust Summon Elemental Spirit Earthen Ramparts Wind Blast Travel Mystical Pathway"},"697":{"id":"common/magic-lore/high-magic","path":"common/magic-lore/high-magic","title":"High Magic","pathText":"common magic lore high magic","type":"magic-lore","body":"High Magic Drain Magic Signature Spell Walk Between Worlds 1 Fiery Convocation 2 Tempest 3 Corporeal Unmaking 4 Fury of Khaine 5 Shield of Saphery 6 Drain Magic Walk Between Worlds Fiery Convocation Tempest Corporeal Unmaking Fury of Khaine Shield of Saphery"},"698":{"id":"common/magic-lore/illusion","path":"common/magic-lore/illusion","title":"Illusion","pathText":"common magic lore illusion","type":"magic-lore","body":"Illusion Glittering Robe Signature Spell Mind Razor 1 Shimmering Dragon 2 Column of Crystal 3 Confounding Convocation 4 Spectral Doppelganger 5 Miasmic Mirage 6 Glittering Robe Mind Razor Shimmering Dragon Column of Crystal Confounding Convocation Spectral Doppelganger Miasmic Mirage"},"699":{"id":"common/magic-lore/necromancy","path":"common/magic-lore/necromancy","title":"Necromancy","pathText":"common magic lore necromancy","type":"magic-lore","body":"Necromancy The Dwellers Below Signature Spell Deathly Cabal 1 Unquiet Spirits 2 Spiritual Vortex 3 Curse of Years 4 Spectral Steed 5 Spirit Leech 6 The Dwellers Below Deathly Cabal Unquiet Spirits Spiritual Vortex Curse of Years Spectral Steed Spirit Leech"},"700":{"id":"common/magic-lore/waaagh-magic","path":"common/magic-lore/waaagh-magic","title":"Waaagh! Magic","pathText":"common magic lore waaagh magic","type":"magic-lore","body":"Waaagh! Magic Fist of Gork (or Mork) Signature Spell Vindictive Glare 1 Hand of Mork (or Gork) 2 Bad Moon Rizin' 3 Evil Sun Shinin' 4 'Ere We Go! 5 Foot of Gork (or Mork) 6 Fist of Gork (or Mork) Vindictive Glare Hand of Mork (or Gork) Bad Moon Rizin' Evil Sun Shinin' 'Ere We Go! Foot of Gork (or Mork)"},"701":{"id":"common/rule/ambushers","path":"common/rule/ambushers","title":"Ambushers","pathText":"common rule ambushers","type":"rule","body":"Stealthy warriors specialise in outflanking the foe, appearing from an unexpected quarter. A unit with this special rule may be held in reserve rather than be deployed at the start of the game. From the beginning of round two onwards, roll a D6 during each of your Start of Turn sub-phases for each unit of Ambushers in your army that is held in reserve. On a roll of 1-3, the unit is delayed until your next turn at least. On a roll of 4+, the unit arrives, entering the battle as reinforcements during the Compulsory Moves sub-phase. The unit may be placed on any edge of the battlefield, chosen by its controlling player, but cannot be placed within 8\" of an enemy model. If any Ambushers are still held in reserve by the start of round five, they arrive automatically. Start of Turn Reinforcements Compulsory Moves"},"702":{"id":"common/rule/armour-bane","path":"common/rule/armour-bane","title":"Armour Bane (X)","pathText":"common rule armour bane","type":"rule","body":"Some weapons are particularly well-suited to piercing armour, though they often require great skill. If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule (shown here as 'X'). For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of ' - ' and the Armour Bane (1) special rule, its AP counts as being -1 when making an Armour Save roll against that wound. Armour Piercing Make Armour Saves (Combat)"},"703":{"id":"common/rule/armoured-hide","path":"common/rule/armoured-hide","title":"Armoured Hide (X)","pathText":"common rule armoured hide","type":"rule","body":"Many creatures have gnarled, tough or scaly skin that offers the same protection as wrought armour. The hide of some creatures forms natural armour and improves their armour value (and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule (shown here as 'X'). Note that a model that wears no armour is considered to have an armour value of 7+ for the purposes of rules that improve armour value. Armour Value"},"704":{"id":"common/rule/army-special-rules","path":"common/rule/army-special-rules","title":"Army Special Rules","pathText":"common rule army special rules","type":"rule","body":"These are special rules unique to the army the model belongs to, a full list of which is included as part of the army list the model is drawn from."},"705":{"id":"common/rule/breath-weapon","path":"common/rule/breath-weapon","title":"Breath Weapon","pathText":"common rule breath weapon","type":"rule","body":"Some creatures or constructs belch clouds of flame or noxious choking fumes at their foes. Dragons are the most famous of such beasts, but they are by no means alone. A model with a Breath Weapon can use it once per round, during the Shooting phase of its turn. Place the flame template with its broad end over the intended target and its narrow end touching the model's base edge anywhere along its front arc. The template must lie entirely within the model's vision arc. Any model whose base lies underneath the template risks being hit. The Strength and any special rules of the breath weapon will be detailed in the creature's rules. Breath weapons cannot be used when making a Stand & Shoot charge reaction, or when the model is engaged in combat. The Shooting Phase Templates Stand & Shoot"},"706":{"id":"common/rule/chariot-runners","path":"common/rule/chariot-runners","title":"Chariot Runners","pathText":"common rule chariot runners","type":"rule","body":"Chariots are often accompanied by light troops that fight at their side, protecting their vulnerable flanks from the enemy. Friendly models whose troop type is chariot can draw a line of sight over or through models with this special rule and can move through friendly units if they are in Skirmish formation and if the majority of models have this special rule. If the chariot's move would result in it ending up 'on top' of a Chariot Runner, simply nudge the Chariot Runner aside, by the smallest amount possible, to make space for the chariot. Whilst in Skirmish formation units of Chariot Runners can treat friendly chariots that are within 1\" of one or more of the unit's models as a part of the unit for the purposes of unit coherency. Chariots Skirmish Formation"},"707":{"id":"common/rule/close-order","path":"common/rule/close-order","title":"Close Order","pathText":"common rule close order","type":"rule","body":"The mainstay of any army is its regiments of close order infantry and cavalry. A unit consisting of models with this special rule may adopt a Close Order formation. Close Order Formation"},"708":{"id":"common/rule/counter-charge","path":"common/rule/counter-charge","title":"Counter Charge","pathText":"common rule counter charge","type":"rule","body":"Particularly bold and brash warriors view offence as the best form of defence. This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is cavalry, chariot or monster, it may declare a 'Counter Charge' charge reaction: Counter Charge The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead. Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1\" directly towards the enemy unit. Both units are considered to have charged during this turn. Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units. Cavalry Chariots Monsters"},"709":{"id":"common/rule/cumbersome","path":"common/rule/cumbersome","title":"Cumbersome","pathText":"common rule cumbersome","type":"rule","body":"Some missile weapons are too cumbersome to be raised and aimed at a charging foe. Weapons with this special rule cannot be used when making a Stand & Shoot charge reaction. Stand & Shoot"},"710":{"id":"common/rule/cumulative-special-rules","path":"common/rule/cumulative-special-rules","title":"Cumulative Special Rules","pathText":"common rule cumulative special rules","type":"rule","body":"Unless noted otherwise, if the effect of a special rule in some way alters a characteristic, the result of a dice roll, or any other value (such as a model's armour value), that effect is cumulative. This means that the effects of duplicate versions of the same rule combine together, increasing its effect. For example, if a model is under the effects of a spell that grants it Armour Bane (2) and carries a weapon that has Armour Bane (1), the model would be considered to have Armour Bane (3)."},"711":{"id":"common/rule/detachment","path":"common/rule/detachment","title":"Detachment","pathText":"common rule detachment","type":"rule","body":"Large regiments may be accompanied by smaller detachments. A unit with this special rule can be fielded as a detachment. Detachment Special Rules"},"712":{"id":"common/rule/dragged-along","path":"common/rule/dragged-along","title":"Dragged Along","pathText":"common rule dragged along","type":"rule","body":"Great war engines may be dragged to battle by hordes of infantry. A model with this special rule that begins its movement within 1\" of a friendly unit whose troop type is infantry, that is not fleeing and that contains ten or more models, may replace its Movement characteristic with that of the unit. Infantry"},"713":{"id":"common/rule/drilled","path":"common/rule/drilled","title":"Drilled","pathText":"common rule drilled","type":"rule","body":"Some regiments spend endless hours training to perform complex manoeuvres. Unless it is fleeing, a Drilled unit may perform a free redress the ranks manoeuvre immediately before moving. Once this manoeuvre is complete, the unit moves as normal. In addition, a Drilled unit can march whilst within 8\" of an enemy unit without first having to make a Leadership test. Note that any character that joins a Drilled unit is considered to be Drilled as well. Redress the Ranks Leadership Tests"},"714":{"id":"common/rule/ethereal","path":"common/rule/ethereal","title":"Ethereal","pathText":"common rule ethereal","type":"rule","body":"Lacking physical bodies, some beings are immune to mundane weapons. Ethereal creatures treat all terrain as open ground for the purposes of movement. They cannot end their movement inside impassable terrain, though they can pass through it. In addition, Ethereal creatures can only be wounded by Magical attacks. Characters that are not Ethereal cannot join units that are, and vice versa. Open Ground Impassable Terrain Magical Attacks"},"715":{"id":"common/rule/evasive","path":"common/rule/evasive","title":"Evasive","pathText":"common rule evasive","type":"rule","body":"In the face of enemy fire, it is often wise to step back! Some warriors are particularly adept at this manoeuvre. Once per turn, when a unit in which the majority of the models have this special rule is declared the target during the enemy Shooting phase, that unit may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared. The Shooting Phase Fall Back in Good Order"},"716":{"id":"common/rule/extra-attacks","path":"common/rule/extra-attacks","title":"Extra Attacks (+X)","pathText":"common rule extra attacks","type":"rule","body":"Through fury, extra limbs, or being armed to the teeth, this warrior can strike more blows. A model with this special rule has a modifier to its Attacks characteristic, as shown in brackets after the name of this special rule (shown here as '+X'). If this modifier is determined by the roll of a dice, roll when the model's combat is chosen during any Choose & Fight Combat sub-phase. Choose & Fight Combat"},"717":{"id":"common/rule/fast-cavalry","path":"common/rule/fast-cavalry","title":"Fast Cavalry","pathText":"common rule fast cavalry","type":"rule","body":"A highly trained unit of cavalry is able to perform complex manoeuvres, even at a full gallop. If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule, the unit may perform its Quick Turn even if it marched. Open Order Formation Quick Turn"},"718":{"id":"common/rule/fear","path":"common/rule/fear","title":"Fear","pathText":"common rule fear","type":"rule","body":"Particularly large or disturbing creatures provoke terrible fear in the foe. Models with this special rule cause Fear: If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does. Unit Strength Leadership Tests Choose & Fight Combat"},"719":{"id":"common/rule/feigned-flight","path":"common/rule/feigned-flight","title":"Feigned Flight","pathText":"common rule feigned flight","type":"rule","body":"Some units are adept at escaping from the foe and regrouping, drawing the enemy into careless charges before vanishing into the distance. If this unit chooses to Flee (or Fire & Flee) as a charge reaction, it automatically rallies at the end of its move. Flee (Charge Reaction) Fire & Flee"},"720":{"id":"common/rule/fight-in-extra-rank","path":"common/rule/fight-in-extra-rank","title":"Fight in Extra Rank","pathText":"common rule fight in extra rank","type":"rule","body":"Certain weapons, such as thrusting or throwing spears, allow warriors not in the fighting rank to attack from behind their comrades. A model with this special rule may make a supporting attacks. Supporting Attacks"},"721":{"id":"common/rule/fire-and-flee","path":"common/rule/fire-and-flee","title":"Fire & Flee","pathText":"common rule fire and flee","type":"rule","body":"The boldest of warriors armed with missile weapons will face down a charging enemy with volleys of fire, before turning and fleeing at the last possible moment. If the majority of the models in a unit armed with missile weapons have this special rule, the unit may declare that it will 'Fire & Flee' as a charge reaction: Fire & Flee The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this special rule is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it will Fire & Flee. The unit will Stand & Shoot before turning tail and fleeing from the charge. However, due to the time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the lowest result. If both dice roll the same result, discard either. Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the charging unit, this unit must either Hold or Flee. Stand & Shoot Flee!"},"722":{"id":"common/rule/first-charge","path":"common/rule/first-charge","title":"First Charge","pathText":"common rule first charge","type":"rule","body":"The thundering charge of heavily armed and armoured warriors, freshly arrived upon the battlefield and eager for the fray, is devastating to the cowering foe. If this unit's first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn. Disrupted Units The Combat Phase"},"723":{"id":"common/rule/flaming-attacks","path":"common/rule/flaming-attacks","title":"Flaming Attacks","pathText":"common rule flaming attacks","type":"rule","body":"Fire is a fearsome thing on the battlefield, but some creatures are more vulnerable to it than others. Any attack made or hits caused by a model with this special rule, or made using a weapon or spell with this special rule, is a 'Flaming' attack. In addition, a model with this special rule causes Fear in models whose troop type is war beasts or swarms. Unless otherwise stated, a model with this special rule makes Flaming attacks both when shooting and in combat (though any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding). Fear War Beasts Swarms"},"724":{"id":"common/rule/flammable","path":"common/rule/flammable","title":"Flammable","pathText":"common rule flammable","type":"rule","body":"Some creatures are especially vulnerable to fire. Once flame has been set to their flesh, it will burn out of control. A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack. Regeneration (X+) Flaming Attacks"},"725":{"id":"common/rule/flee-to-safety","path":"common/rule/flee-to-safety","title":"Flee To Safety","pathText":"common rule flee to safety","type":"rule","body":"Tasked with the vital work of transporting much needed supplies, and able to offer little through direct participation in battle, baggage cart drivers prefer to escape from conflicts wherever possible. Should any part of a baggage cart move into contact with, or cross beyond, a section of board edge that is within their opponent's deployment zone, it is removed from play but is not destroyed. The unit has managed to successfully escape from the battle and is on its way to safety."},"726":{"id":"common/rule/fly","path":"common/rule/fly","title":"Fly (X)","pathText":"common rule fly","type":"rule","body":"Many creatures of the Warhammer world can fly, held aloft either by mighty pinions or by means of magic, soaring from one side of the battlefield to the other. Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying: May move as normal (i.e., they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8\" of an enemy unit without first having to make a Leadership test. May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1\" of an enemy unit. Models that can Fly must begin and end all of their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa. The Charge Move Marching Manoeuvres Leadership Tests"},"727":{"id":"common/rule/frenzy","path":"common/rule/frenzy","title":"Frenzy","pathText":"common rule frenzy","type":"rule","body":"For warriors gripped by a fighting frenzy, all rational thought is consumed by a hunger for violence. During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster). In addition: If the majority of the models in a unit are Frenzied, the unit automatically passes any Fear, Panic or Terror tests it is required to make. If a unit that includes one or more Frenzied models is able to declare a charge during the Declare Charges & Charge Reactions sub-phase of its turn, it must do so. If the majority of the models in a unit are Frenzied, it cannot choose to Flee as a charge reaction, nor can it ever choose to make a Restraint test. Losing Frenzy Unlike other special rules, Frenzy can be lost during a game. Any model that loses a round of combat will immediately lose this special rule. Cavalry Chariots Monsters Fear Panic Tests Terror Declare Charges & Charge Reactions Flee (Charge Reaction) Restrain & Reform"},"728":{"id":"common/rule/furious-charge","path":"common/rule/furious-charge","title":"Furious Charge","pathText":"common rule furious charge","type":"rule","body":"Some creatures charge with such fury, the very ground shakes beneath their feet. During a turn in which it made a charge move of 3\" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic."},"729":{"id":"common/rule/hatred","path":"common/rule/hatred","title":"Hatred (X)","pathText":"common rule hatred","type":"rule","body":"Enmity is rife in the Warhammer world, but hatred is nurtured over thousands of years. A model with this special rule may re-roll any failed rolls To Hit made against a hated enemy during the first round of combat. Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule (shown here as 'X'). Some models hate 'all enemies', meaning they hate all enemy models equally."},"730":{"id":"common/rule/horde","path":"common/rule/horde","title":"Horde","pathText":"common rule horde","type":"rule","body":"Some troops find strength in numbers, gathering in deep formations that crowd together tightly. A unit with this special rule may increase the maximum Rank Bonus it can claim (as determined by its troop type) by one. Rank Bonus Troop Type Table"},"731":{"id":"common/rule/howdah","path":"common/rule/howdah","title":"Howdah","pathText":"common rule howdah","type":"rule","body":"A howdah is an armoured platform built atop a mighty behemoth. From here, a crew of warriors rain missiles upon the enemy. To represent its howdah and crew, a behemoth with this special rule has a split profile and follows both the Split Profile (Chariots) and Firing Platform. In all other respects, this model is a behemoth. Split Profile (Chariots) Firing Platform Behemoths"},"732":{"id":"common/rule/ignores-cover","path":"common/rule/ignores-cover","title":"Ignores Cover","pathText":"common rule ignores cover","type":"rule","body":"Even dense cover offers no safe haven from a skilled marksman wielding a wellcrafted weapon. If a model making a shooting attack has this special rule, it ignores any To Hit modifiers caused by partial or full cover. To Hit Modifiers Target Behind Partial Cover Target Behind Full Cover"},"733":{"id":"common/rule/immune-to-psychology","path":"common/rule/immune-to-psychology","title":"Immune to Psychology","pathText":"common rule immune to psychology","type":"rule","body":"There are warriors so brave, or perhaps so jaded by the dangers of the world, that they heed no peril. If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction. Note that this special rule does not make a unit immune to any test made against Leadership not stated here. Fear Panic Tests Terror Flee (Charge Reaction)"},"734":{"id":"common/rule/impact-hits","path":"common/rule/impact-hits","title":"Impact Hits (X)","pathText":"common rule impact hits","type":"rule","body":"The impact of a charge can itself cause severe casualties amongst the foe. The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rule (shown here as 'X'). Often, this is determined by the roll of a dice. Resolving Impact Hits Impact Hits can only be made by a charging model that moved 3\" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them. Choose & Fight Combat"},"735":{"id":"common/rule/impetuous","path":"common/rule/impetuous","title":"Impetuous","pathText":"common rule impetuous","type":"rule","body":"The eagerness of brash and brave warriors can lead them into foolish charges. If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal. Declare Charges & Charge Reactions Leadership Tests"},"736":{"id":"common/rule/killing-blow","path":"common/rule/killing-blow","title":"Killing Blow","pathText":"common rule killing blow","type":"rule","body":"The most skilled of warriors can slay their enemies with a single deadly blow. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Killing Blow'. Enemy models whose troop type is infantry or cavalry are not permitted an armour or Regeneration save against a Killing Blow (Ward saves can be attempted as normal). If an enemy model whose troop type is infantry or cavalry suffers an unsaved wound from a Killing Blow, it loses all of its remaining Wounds. Note that if an attack wounds automatically, this special rule cannot be used. Infantry Cavalry Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"737":{"id":"common/rule/large-target","path":"common/rule/large-target","title":"Large Target","pathText":"common rule large target","type":"rule","body":"Monstrous creatures tower above the battlefield, visible to all for leagues around. Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill. Target Behind Partial Cover Target Behind Full Cover Line of Sight"},"738":{"id":"common/rule/levies","path":"common/rule/levies","title":"Levies","pathText":"common rule levies","type":"rule","body":"Many regiments are made up of unwilling fighters, pressed into service. Models with this special rule cannot use the Inspiring Presence rule of the army's General nor the \"Hold your Ground\" rule of a Battle Standard. However, little is expected from Levies in battle. Therefore, units that do not have this special rule are not required to make a Panic test when a friendly unit of Levies Breaks and flees from combat. Inspiring Presence The General (Characters) \"Hold Your Ground\" The Battle Standard Panic Tests Break Test Flee!"},"739":{"id":"common/rule/loner","path":"common/rule/loner","title":"Loner","pathText":"common rule loner","type":"rule","body":"Some warriors do not mix well with others, preferring to keep their distance. A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. The General (Characters)"},"740":{"id":"common/rule/magic-resistance","path":"common/rule/magic-resistance","title":"Magic Resistance (-X)","pathText":"common rule magic resistance","type":"rule","body":"Some creatures are naturally resistant to magic, whilst others bear charms or fetishes intended to ward off its effects. The Casting roll of any enemy spell (including Bound spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (shown here as '-X'). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier. Casting Roll, Casting Result & Casting Value Bound Spells"},"741":{"id":"common/rule/magical-attacks","path":"common/rule/magical-attacks","title":"Magical Attacks","pathText":"common rule magical attacks","type":"rule","body":"The Warhammer world is a deeply magical place. Consequently, magical weapons are quite commonplace. Any attack made or hit caused by a model with this special rule, or made using a weapon with this special rule, is a 'Magical' attack. Note that all spells are considered to have this special rule, as are any hits caused by magic items."},"742":{"id":"common/rule/mercenaries","path":"common/rule/mercenaries","title":"Mercenaries","pathText":"common rule mercenaries","type":"rule","body":"Mercenary bands roam the Warhammer world, looking for employment in the armies of foreign lands. Often, an army can include certain units drawn from another army list as mercenaries. Any such units included in your army gain this special rule. Mercenaries cannot use the Inspiring Presence rule of the army's General nor the \"Hold your Ground\" rule of a Battle Standard. Mercenaries cannot be joined by characters drawn from another army list. Mercenaries (Warhammer Armies) Inspiring Presence The General (Characters) \"Hold Your Ground\" The Battle Standard"},"743":{"id":"common/rule/monster-handlers","path":"common/rule/monster-handlers","title":"Monster Handlers","pathText":"common rule monster handlers","type":"rule","body":"Colossal beasts are goaded into battle by beastmasters hurrying at their heels. A monster with this special rule is accompanied by one or more models representing its handlers. During deployment, position these models anywhere that is adjacent to, and in base contact with, the monster. If the handlers are found to be blocking movement or line of sight, simply move them aside. In combat, each handler adds its attacks to those of the monster. If the monster suffers an unsaved wound, roll a D6. On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead. If the monster is removed from play, so are its handlers. Monsters"},"744":{"id":"common/rule/monster-slayer","path":"common/rule/monster-slayer","title":"Monster Slayer","pathText":"common rule monster slayer","type":"rule","body":"Legends tell of warriors so mighty they can slay terrible monsters with but a single blow! If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Monster Slaying Blow'. Enemy models whose troop type is monster are not permitted an armour or Regeneration save against a Monster Slaying Blow (Ward saves can be attempted as normal). If an enemy model whose troop type is monster suffers an unsaved wound from a Monster Slaying Blow, it loses all of its remaining Wounds. Note that if an attack wounds automatically, this special rule cannot be used. Monsters Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"745":{"id":"common/rule/motley-crew","path":"common/rule/motley-crew","title":"Motley Crew","pathText":"common rule motley crew","type":"rule","body":"Some regiments contain an assortment of differently armed and armoured warriors. Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit's composition. Different Weapons The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must roll different batches of dice for the different models, making it clear to their opponent which model's attacks they represent and where they are being directed. These attacks are made in the Initiative order of the individual models, as usual. Different Armour Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting rank. Against enemy shooting, use the armour value of the majority of the models in the unit. Casualty Removal Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought forward from rear ranks to fill any gaps, as chosen by the controlling player."},"746":{"id":"common/rule/move-and-shoot","path":"common/rule/move-and-shoot","title":"Move & Shoot","pathText":"common rule move and shoot","type":"rule","body":"Weapons that are easy to use when moving at speed may lack power or range, but make up for it with their versatility. A weapon with this special rule can be used in the Shooting phase even if the model equipped with it marched this turn. The Shooting Phase"},"747":{"id":"common/rule/move-or-shoot","path":"common/rule/move-or-shoot","title":"Move or Shoot","pathText":"common rule move or shoot","type":"rule","body":"Artillery weapons sacrifice a speedy reload and manoeuvrability for range and power, making them impossible to fire on the move. A weapon with this special rule cannot be used in the Shooting phase if the model equipped with it moved for any reason during this turn (including rallying and reforming). The Shooting Phase Rally Fleeing Units Reform"},"748":{"id":"common/rule/move-through-cover","path":"common/rule/move-through-cover","title":"Move Through Cover","pathText":"common rule move through cover","type":"rule","body":"A well-trained or naturally skilled warrior can traverse unhindered through the densest terrain. Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. Difficult Terrain Dangerous Terrain"},"749":{"id":"common/rule/multiple-shots","path":"common/rule/multiple-shots","title":"Multiple Shots (X)","pathText":"common rule multiple shots","type":"rule","body":"Some weapons fire a fusillade of shots, sacrificing accuracy for sheer volume. A weapon with this special rule can either fire a single shot as normal, or it can be fired a number of times, as shown in brackets after the name of this special rule (shown here as 'X'). If multiple shots are fired, each roll To Hit suffers an additional -1 To Hit modifier. All models in a unit equipped with weapons with this special rule must fire either a single or Multiple Shots. Where the number of Multiple Shots is generated by a dice roll, roll separately for each model."},"750":{"id":"common/rule/multiple-wounds","path":"common/rule/multiple-wounds","title":"Multiple Wounds (X)","pathText":"common rule multiple wounds","type":"rule","body":"The most powerful attacks strike with crushing force, causing massive damage to their victim. Each unsaved wound inflicted by an attack with this special rule is multiplied by the number shown in brackets after the name of this special rule (shown here as 'X'). For example, Multiple Wounds (2) would mean that each unsaved wound would cause the target to lose two Wounds. Where the number of Multiple Wounds is generated by a dice roll, roll separately for each unsaved wound. Note that excess wounds caused to a model will have no additional effect unless that model is a character, in which case this special rule counts for Overkill. Excess wounds do not 'spill over' onto other models in the unit."},"751":{"id":"common/rule/non-combatant","path":"common/rule/non-combatant","title":"Non-Combatant","pathText":"common rule non combatant","type":"rule","body":"Those that drive an army's baggage carts are seldom warriors. Drawn by strong but steady beasts of burden, such lumbering wagons seldom rush anywhere, least of all into danger! A model with this special rule cannot Charge, make a pursuit or overrun move, or follow up. In addition, a model with this special rule cannot use the Inspiring Presence rule of the army's General nor the Hold your Ground rule of a Battle Standard. The Charge Move Pursuit Overrun Inspiring Presence The General (Characters) \"Hold Your Ground\" The Battle Standard"},"752":{"id":"common/rule/open-order","path":"common/rule/open-order","title":"Open Order","pathText":"common rule open order","type":"rule","body":"Many regiments adopt an open formation, increasing their manoeuvrability. A unit consisting of models with this special rule may adopt an Open Order formation. Open Order Formation"},"753":{"id":"common/rule/poisoned-attacks","path":"common/rule/poisoned-attacks","title":"Poisoned Attacks","pathText":"common rule poisoned attacks","type":"rule","body":"Deadly toxins can turn an otherwise minor injury into a mortal wound. If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, it may apply a +2 modifier to that hit’s roll To Wound. Unless otherwise stated, a model with this special rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used."},"754":{"id":"common/rule/ponderous","path":"common/rule/ponderous","title":"Ponderous","pathText":"common rule ponderous","type":"rule","body":"Many weapons are too unwieldy to be used with any accuracy by a warrior on the move. A weapon with this special rule suffers a To Hit modifier of -2 for Moving and Shooting, rather than the usual -1. To Hit Modifiers Moving and Shooting"},"755":{"id":"common/rule/quick-shot","path":"common/rule/quick-shot","title":"Quick Shot","pathText":"common rule quick shot","type":"rule","body":"Weapons designed for speed can be brought to bear in less than a heartbeat. A weapon with this special rule does not suffer the usual -1 To Hit modifier for Moving and Shooting. In addition, a unit equipped with weapons with this special rule can use them to make a Stand & Shoot charge reaction regardless of how close the charging unit is. To Hit Modifiers Moving and Shooting Stand & Shoot"},"756":{"id":"common/rule/rallying-cry","path":"common/rule/rallying-cry","title":"Rallying Cry","pathText":"common rule rallying cry","type":"rule","body":"Striking a heroic pose, a bold leader treats their loyal followers to a short but inspiring speech. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single fleeing friendly unit that is within their Command range. The nominated unit immediately makes a Rally test. If this test is failed, the unit may attempt to rally again as normal during the Rally sub-phase. Command Rally Fleeing Units"},"757":{"id":"common/rule/random-attacks","path":"common/rule/random-attacks","title":"Random Attacks","pathText":"common rule random attacks","type":"rule","body":"Not all creatures fight with discipline; many flail about in careless abandon with unpredictable results. Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model with this special rule, roll separately for each, unless specified otherwise."},"758":{"id":"common/rule/random-movement","path":"common/rule/random-movement","title":"Random Movement","pathText":"common rule random movement","type":"rule","body":"Some creatures rush forward at one moment, only to falter clumsily in the next. Models with this special rule do not have a normal Movement characteristic. Instead, a dice roll is given (2D6, for example). When a model with this special rule moves, roll the dice to determine its maximum movement. Models with this special rule move during the Compulsory Moves sub-phase. They cannot march or declare a charge. They can wheel to change direction, but cannot perform any other manoeuvres. If the model is able to make contact with an enemy unit during the Compulsory Moves sub-phase or whilst pursuing, it may do so and counts as having charged. The model aligns against the enemy unit and stops moving. A unit charged in this way must Hold. If every model in a unit has this special rule, roll once for the entire unit. If two or more models in a unit have different Random Movement characteristics, roll for each and use the lowest result for the entire unit. Compulsory Moves Marching The Charge Move Manoeuvres Hold"},"759":{"id":"common/rule/regeneration","path":"common/rule/regeneration","title":"Regeneration (X+)","pathText":"common rule regeneration","type":"rule","body":"Foul and unnatural creatures, such as Trolls, Daemons and the Undead, can regenerate all but the most grievous of wounds with ease. Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a 'Regeneration save' roll by rolling a D6 and comparing the result to its 'Regeneration value', shown in brackets after the name of this special rule (shown here as 'X+'). If the Regeneration save roll equals or exceeds the model's Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise."},"760":{"id":"common/rule/regimental-unit","path":"common/rule/regimental-unit","title":"Regimental Unit","pathText":"common rule regimental unit","type":"rule","body":"Sometimes, large units are supported in battle by smaller detachments. A unit with this special rule can be accompanied by detachment. Detachment Special Rules"},"761":{"id":"common/rule/requires-two-hands","path":"common/rule/requires-two-hands","title":"Requires Two Hands","pathText":"common rule requires two hands","type":"rule","body":"Many weapons are unwieldy, requiring a firm two-handed grip in order to use effectively. A model cannot use a shield alongside a weapon with this special rule during the Combat phase (a shield can still be used against wounds caused by shooting or magic during other phases of the game). The Combat Phase Shield"},"762":{"id":"common/rule/reserve-move","path":"common/rule/reserve-move","title":"Reserve Move","pathText":"common rule reserve move","type":"rule","body":"Warriors that excel at hit and run warfare advance quickly, unleashing a deadly volley before withdrawing. Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved. A unit making a Reserve move moves as described in the Basic Movement rules. It may manoeuvre normally, but cannot march. The Movement Phase The Shooting Phase Basic Movement Manoeuvres Marching"},"763":{"id":"common/rule/rule-priority","path":"common/rule/rule-priority","title":"Rule Priority","pathText":"common rule rule priority","type":"rule","body":"Sometimes, special rules can seem a bit contradictory. Army special rules take precedence over universal special rules or rules associated with a model's troop type. Unique special rules take precedence over universal special rules, army special rules or rules associated with a model's troop type."},"764":{"id":"common/rule/scouts","path":"common/rule/scouts","title":"Scouts","pathText":"common rule scouts","type":"rule","body":"Scouts are advance troops who sneak onto the battlefield in order to seize vital locations before the two armies clash. Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12\" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn. If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off."},"765":{"id":"common/rule/shieldwall","path":"common/rule/shieldwall","title":"Shieldwall","pathText":"common rule shieldwall","type":"rule","body":"Presenting an impenetrable wall of shields to the foe, a regiment becomes almost unmovable. Once per game, during a turn in which it was charged, a unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may Give Ground rather than Fall Back in Good Order. Close Order Formation Give Ground Fall Back in Good Order"},"766":{"id":"common/rule/skirmishers","path":"common/rule/skirmishers","title":"Skirmishers","pathText":"common rule skirmishers","type":"rule","body":"Units of skirmishers move quickly and freely, harassing the enemy's flanks. A unit consisting of models with this special rule may adopt a Skirmish formation. Skirmish Formation"},"767":{"id":"common/rule/special-rules","path":"common/rule/special-rules","title":"Special Rules","pathText":"common rule special rules","type":"rule","body":"A game of Warhammer: the Old World is packed with fantastic creatures and skilled warriors with abilities so incredible and varied that the basic rules cannot possibly cover them all. For such circumstances we have special rules – uncommon rules to govern uncommon circumstances."},"768":{"id":"common/rule/stomp-attacks","path":"common/rule/stomp-attacks","title":"Stomp Attacks (X)","pathText":"common rule stomp attacks","type":"rule","body":"Some creatures are so massive that their sheer bulk is a threat all of its own. The number of Stomp Attacks caused varies from model to model, and will be shown in brackets after the name of this special rule (shown here as 'X'). Often, this is determined by the roll of a dice. Resolving Stomp Attacks Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them."},"769":{"id":"common/rule/strike-first","path":"common/rule/strike-first","title":"Strike First","pathText":"common rule strike first","type":"rule","body":"Some warriors are gifted with supernatural speed and reactions, whilst others bear weapons enchanted to move like quicksilver through the air. During the Combat phase, a model with this special rule that is engaged in combat improves its Initiative characteristic to 10 (before any other modifiers are applied). If a model has both this rule and Strike Last, the two rules cancel one another out. The Combat Phase Strike Last"},"770":{"id":"common/rule/strike-last","path":"common/rule/strike-last","title":"Strike Last","pathText":"common rule strike last","type":"rule","body":"Some warriors are incredibly slow and ponderous by nature, whilst others may be encumbered by massive weapons that slow them down. During the Combat phase, a model with this special rule that is engaged in combat reduces its Initiative characteristic to 1 (before any other modifiers are applied). If a model has both this rule and Strike First, the two rules cancel one another out. The Combat Phase Strike First"},"771":{"id":"common/rule/stubborn","path":"common/rule/stubborn","title":"Stubborn","pathText":"common rule stubborn","type":"rule","body":"Elite troops will often fight on, refusing to flee from the enemy, regardless of casualties. The first time this unit is required to make a Break test it may choose not to and will automatically Falling Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn. Break Test Fall Back in Good Order Unit Strength"},"772":{"id":"common/rule/stupidity","path":"common/rule/stupidity","title":"Stupidity","pathText":"common rule stupidity","type":"rule","body":"Dull-witted creatures can often become hopelessly confused by the tumult of battle. Unless it is fleeing or engaged in combat, a unit with this special rule must test for Stupidity by making a Leadership test during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity: Cannot move (except to flee). Cannot shoot or cast spells. Cannot attempt a Wizardly dispel. Must Hold if charged by an enemy. A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious). Start of Turn Wizardly Dispel Hold"},"773":{"id":"common/rule/swiftstride","path":"common/rule/swiftstride","title":"Swiftstride","pathText":"common rule swiftstride","type":"rule","body":"Mounted warriors, warbeasts and chariots, amongst others, are swift and deadly, crossing the battlefields of the Old World with unexpected speed. A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3\" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result. Maximum Possible Charge Range The Charge Move Flee! Pursuit"},"774":{"id":"common/rule/terror","path":"common/rule/terror","title":"Terror","pathText":"common rule terror","type":"rule","body":"There are creatures so fierce that their mere appearance can cause the bravest to flee. Models with this special rule cause Terror. Models that cause Terror also cause Fear: When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally. If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test. Note that if a charged unit cannot choose to Flee, it does not make this Leadership test. Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does. Fear Declare Charges & Charge Reactions Leadership Tests Flee!"},"775":{"id":"common/rule/timmm-berrr","path":"common/rule/timmm-berrr","title":"Timmm-berrr!","pathText":"common rule timmm berrr","type":"rule","body":"When a behemoth falls in battle, it can cause utter devastation. When this model is reduced to zero Wounds, the winner of a roll-off chooses one of its arcs (front, flank or rear) for it to fall into. Any units that are within the chosen arc and in base contact with this model suffer D6 hits, each using the Strength characteristic of this model, with an AP of -1. Once these hits are resolved, this model is removed from play."},"776":{"id":"common/rule/unbreakable","path":"common/rule/unbreakable","title":"Unbreakable","pathText":"common rule unbreakable","type":"rule","body":"Some warriors are so fearless that they will never run from the enemy. If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa. Break Test Give Ground"},"777":{"id":"common/rule/unique-special-rules","path":"common/rule/unique-special-rules","title":"Unique Special Rules","pathText":"common rule unique special rules","type":"rule","body":"Some models and some special items of equipment have special rules unique to them. These will be included, in full, as part of the model or weapon profile."},"778":{"id":"common/rule/universal-special-rules","path":"common/rule/universal-special-rules","title":"Universal Special Rules","pathText":"common rule universal special rules","type":"rule","body":"These are rules that can appear in all armies. They may be attached to a model itself, or to an item of equipment it carries."},"779":{"id":"common/rule/unstable","path":"common/rule/unstable","title":"Unstable","pathText":"common rule unstable","type":"rule","body":"Many evil creatures are not truly alive, but are driven instead by magic. Should the tide of battle turn, this magic can quickly fail. If a unit with this special rule loses a round of combat, it loses one additional Wound for every combat result point by which it lost. These Wounds are lost after combat results have been calculated but before Break tests are made. These Wounds cannot be recovered by a Regeneration save. If an Unstable unit contains any Unstable characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit. Break Test Regeneration (X+)"},"780":{"id":"common/rule/vanguard","path":"common/rule/vanguard","title":"Vanguard","pathText":"common rule vanguard","type":"rule","body":"An army's vanguard advances to occupy and engage the foe ahead of their comrades. After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march. If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that make a Vanguard move cannot declare a charge during their first turn. Basic Movement Manoeuvres Marching"},"781":{"id":"common/rule/veteran","path":"common/rule/veteran","title":"Veteran","pathText":"common rule veteran","type":"rule","body":"Veteran warriors have seen and done it all, and it takes a lot to unsettle them. If the majority of the models in a unit have this special rule, the unit may re-roll any failed Leadership test. Note that a Break test is not a Leadership test. Leadership Tests Break Test"},"782":{"id":"common/rule/volley-fire","path":"common/rule/volley-fire","title":"Volley Fire","pathText":"common rule volley fire","type":"rule","body":"Bows and other weapons can loose their projectiles in a high-arcing volley. Even warriors who cannot see the foe can shoot in their general direction. When a unit with this special rule makes a shooting attack, half of the models in each rank other than the front rank (or front two ranks if the unit is on a hill), rounding up, can shoot (in addition to the usual models that shoot from the front rank, or front two ranks if the unit is on a hill). A unit cannot Volley Fire if it has moved for any reason during this turn (including reforming), or when making a Stand & Shoot charge reaction. Note that models in rear ranks use the line of sight of the model at the front of their file. Reform Stand & Shoot"},"783":{"id":"common/rule/warband","path":"common/rule/warband","title":"Warband","pathText":"common rule warband","type":"rule","body":"A warband is an unruly mob, keen for the fray but easily dismayed when things go poorly. Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership 10. However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal. In addition, if the majority of the models in a unit have this special rule, it may re-roll its Charge roll. Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher. Rank Bonus Restrain & Reform Impetuous The Charge Move"},"784":{"id":"common/rule/warp-spawned","path":"common/rule/warp-spawned","title":"Warp-spawned","pathText":"common rule warp spawned","type":"rule","body":"Creatures of the supernatural feed upon magic to manifest as physical beings and, as such, are vulnerable to magical attacks. A model with this special rule cannot make a Regeneration save against a wound caused by a Magical attack. In addition, characters that are not Warp-spawned cannot join units that are, and vice versa. Regeneration (X+) Magical Attacks"},"785":{"id":"common/rule/what-are-special-rules","path":"common/rule/what-are-special-rules","title":"What are Special Rules?","pathText":"common rule what are special rules","type":"rule","body":"When a creature has an ability that deviates in some way from the core game rules, it is represented by a special rule. It is through the use of the special rules that Dragons breathe fire, assassins strike with lightning speed and Giants cause bowel-loosening terror in their enemies. Special rules fall into three broad categories: Universal Special Rules Army Special Rules Unique Special Rule Universal Special Rules Army Special Rules Unique Special Rules"},"786":{"id":"common/rule/what-special-rules-does-it-have","path":"common/rule/what-special-rules-does-it-have","title":"What Special Rules Does it Have?","pathText":"common rule what special rules does it have","type":"rule","body":"Whilst many special rules are given directly to a model, a model can also gain special rules from its equipment. Most often, this will take the form of special rules attached to weapons, but special rules can be granted by armour and, especially in the case of characters, by magic items. A model might also gain special rules as the result of a spell that has been cast upon it or by some other game effect, possibly by the rules governing a terrain feature, for example. Where this is the case, the description of the game effect in question will make it clear."},"787":{"id":"common/scenario/doubles-scenario-1-double-envelopment","path":"common/scenario/doubles-scenario-1-double-envelopment","title":"Doubles Scenario 1: Double Envelopment","pathText":"common scenario doubles scenario 1 double envelopment","type":"scenario","body":"As two Generals array their warriors for battle, their allies race towards the field. With the battlelines well and truly muddled, friends must fight through the enemy in order to regroup and establish a semblance of order. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit, belonging to their team's Primary force. Players deploy their Primary forces using the alternating units method. Both team's Secondary forces are held in reserve (as follows). Game Length The recommended game end conditions for this scenario are Fixed Turn Limit, or Break Point. Scenario Special Rules Reserves: Reserves are not deployed at the start of the battle. Instead, they can enter play during the Compulsory Moves sub-phase of any turn - including the first - of their controlling player's choosing. When they arrive, reserves will enter the battlefield from the short battlefield edge indicated on the deployment map below. However, should their controlling player wish, war machines belonging to the Secondary force may instead be deployed with the Primary force. Secondary Objectives This scenario may include the Baggage Trains, the Special Features, the Domination, and/or the Strategic Locations (3 or 4) Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Fixed Turn Limit Break Point (Matched Play) Compulsory Moves Baggage Trains Special Features (Secondary Objectives) Domination Strategic Locations (X)"},"788":{"id":"common/scenario/doubles-scenario-2-forward-battlelines","path":"common/scenario/doubles-scenario-2-forward-battlelines","title":"Doubles Scenario 2: Forward Battlelines","pathText":"common scenario doubles scenario 2 forward battlelines","type":"scenario","body":"Though the vanguard of an army often hosts its best and strongest warriors, they are seldom the first to wet their blades when battle is met. Units of scouts and light cavalry engage in lightning fast skirmishes on the battle's edge, long before the lumbering formations of infantry edge towards one another. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Fixed Turn Limit, or Random Game Length. Scenario Special Rules This scenario has no special rules. Secondary Objectives This scenario may include the Baggage Trains and/or the Strategic Locations (2 or 3) Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Fixed Turn Limit Random Game Length Baggage Trains Strategic Locations (X)"},"789":{"id":"common/scenario/doubles-scenario-3-the-old-outpost","path":"common/scenario/doubles-scenario-3-the-old-outpost","title":"Doubles Scenario 3: The Old Outpost","pathText":"common scenario doubles scenario 3 the old outpost","type":"scenario","body":"Though this ageing tower has long been abandoned, it was once a vital watchtower whose garrison stood sentinel over the land for leagues in each direction. Now, as war once again plagues the region, the old tower's commanding view of the surrounding countryside is something neither force can afford to relinquish without a fight. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain as described on page 16. In either case, ensure a single special feature, representing the abandoned outpost, is placed in the centre of the battlefield. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Random Game Length, or Break Point. Scenario Special Rules This scenario has no special rules. Secondary Objectives This scenario must include the Special Features Secondary objective and may include the Baggage Trains and/or the Strategic Locations (4) Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Random Game Length Break Point (Matched Play) Special Features (Secondary Objectives) Baggage Trains Strategic Locations (X)"},"790":{"id":"common/scenario/scenario-1-upon-the-field-of-glory","path":"common/scenario/scenario-1-upon-the-field-of-glory","title":"Scenario 1: Upon the Field of Glory","pathText":"common scenario scenario 1 upon the field of glory","type":"scenario","body":"As two rival forces manoeuvre into position, an obvious battleground forms between them. With both armies able to bring their full strength to bear, the day will be won through skill at arms, unyielding courage and the wit of cunning Generals. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Fixed Turn Limit, Random Game Length, or Break Point. Scenario Special Rules This scenario has no special rules. Secondary Objectives This scenario may include the Baggage Trains, the Special Features, the Domination, and/or the Strategic Locations (2, 3 or 4) Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Fixed Turn Limit Random Game Length Break Point (Matched Play) Baggage Trains Special Features (Secondary Objectives) Domination Strategic Locations (X)"},"791":{"id":"common/scenario/scenario-2-king-of-the-hill","path":"common/scenario/scenario-2-king-of-the-hill","title":"Scenario 2: King of the Hill","pathText":"common scenario scenario 2 king of the hill","type":"scenario","body":"Not only does controlling high ground give a commanding view of the battlefield, a strategically located hill can make for an easily defensible base of operations, one that can become an all but unassailable position. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain as described on page 16. In either case, ensure a single large hill (measuring no more than 12\" x 18\") is placed in the centre of the battlefield. Once placed, this hill does not scatter. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Random Game Length, or Break Point. Scenario Special Rules The Hill: In this scenario, the hill can be controlled at the end of each turn by a single Core unit that is within 9\" of its centre (the centre of the battlefield), that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 9\" of the centre of the hill, the closest unit controls it. If two or more eligible units are equally close to the centre of the hill, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to the centre of the hill and both have the same Unit Strength, the hill is 'contested' and neither unit controls it. Running up-hill: Vanguard moves cannot be made in this scenario. Victory Points: The player who controls the hill at the end of each player's turn wins a bonus of 100 Victory Points. Secondary Objectives This scenario may include the Baggage Trains and/or the Special Features Secondary objectives. Choosing Scenarios Random Game Length Break Point (Matched Play) Unit Strength Stupidity Vanguard Baggage Trains Special Features (Secondary Objectives)"},"792":{"id":"common/scenario/scenario-3-drawn-battlelines","path":"common/scenario/scenario-3-drawn-battlelines","title":"Scenario 3: Drawn Battlelines","pathText":"common scenario scenario 3 drawn battlelines","type":"scenario","body":"When absolute victory or defeat rests on the outcome of a single battle, Generals can be lured into drawing battlelines and joining the fight before their armies have fully mustered. In such circumstances, those committed to the battle must hope reinforcements arrive in a timely manner. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Before deploying their army, each player rolls a D6. If either player rolls a 1, both players must choose a single unit from their army whose troop type is infantry or cavalry to be held in reserve (see below). Once this roll has been made, the player that won the roll-off to choose deployment zones deploys the first unit. Units that are not held in reserve can be deployed using the alternating units method, as described on page 17. During deployment, characters may join units that are being held in reserve as a result of the scenario special rule. In other words, any character that can join a unit can be held in reserve, provided they join a unit. Game Length The recommended game end conditions for this scenario are Fixed Turn Limit or Random Game Length. Scenario Special Rules Reserves: Reserves are not deployed at the start of the battle. Instead they can enter play during the Compulsory Moves sub-phase of any turn of their controlling players choosing, other than the first. When they arrive, reserves may enter the battlefield as reinforcements, from any point on a battlefield edge within their deployment zone. Secondary Objectives This scenario must include the Strategic Locations (3) Secondary objective and may include the Domination and/or the Baggage Trains Secondary objectives. Placing Terrain (Matched Play) Infantry Cavalry Fixed Turn Limit Random Game Length Compulsory Moves Reinforcements Strategic Locations (X) Domination Baggage Trains"},"793":{"id":"common/scenario/scenario-4-close-quarters","path":"common/scenario/scenario-4-close-quarters","title":"Scenario 4: Close Quarters","pathText":"common scenario scenario 4 close quarters","type":"scenario","body":"Countless are the vicious and bloody battles that have been fought in the narrow mountain passes of the Old World, where armies are forced to meet one another head-on. With little room to manoeuvre and retreat a perilous option, grim-faced warriors clash to the ringing of steel and echoing battlecries. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Fixed Turn Limit, or Break Point. Scenario Special Rules Bottleneck: The battle is fought in a narrow mountain pass enclosed by high cliffs. Because of this, the short battlefield edges count as impassable terrain. As such, no units (including fleeing units or any arriving from reserve) can leave or enter the battlefield via either short edge unless they have the Ethereal or Fly (X) special rule. Secondary Objectives This scenario must include the Strategic Locations (2) Secondary objective and may include the Domination Secondary objective. Placing Terrain (Matched Play) Choosing Scenarios Fixed Turn Limit Break Point (Matched Play) Ethereal Fly (X) Strategic Locations (X) Domination"},"794":{"id":"common/scenario/scenario-5-a-chance-encounter","path":"common/scenario/scenario-5-a-chance-encounter","title":"Scenario 5: A Chance Encounter","pathText":"common scenario scenario 5 a chance encounter","type":"scenario","body":"Either by luck, misfortune or wild circumstance, two enemy armies stumble into one another in the fog of war. Both forces scramble to prepare for battle and defend their supply lines, eager to seize upon the chance to deal a significant blow to their foes if they can marshal their forces in time. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A1, A2, B1 or B2), as shown on the map below. If the winner of the roll-off selects a deployment zone marked 'A', then their opponent will use the opposite deployment zone, also marked 'A' If the winner of the roll-off selects a deployment zone marked 'B', then their opponent will use the opposite deployment zone, also marked 'B'. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Random Game Length, or Break Point. Scenario Special Rules This scenario has no special rules. Secondary Objectives This scenario must include the Special Features Secondary objective and may include the Domination and/or the Baggage Trains Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Random Game Length Break Point (Matched Play) Special Features (Secondary Objectives) Domination Baggage Trains"},"795":{"id":"common/scenario/scenario-6-encirclement","path":"common/scenario/scenario-6-encirclement","title":"Scenario 6: Encirclement","pathText":"common scenario scenario 6 encirclement","type":"scenario","body":"Whilst many Generals believe that glory can be won by driving through the heart of the enemy, others will attempt to outflank and encircle their foes, crushing the flanks of the enemy beneath the relentless advance of their army. Set-up If the tables have been set up by the organiser, move straight to deployment. If the players are setting up the terrain, place and scatter terrain. Deployment Once the battlefield has been set up, the winner of a roll-off chooses their deployment zone (A or B), as shown on the map below. Once deployment zones have been chosen, the winner of this roll-off deploys the first unit. Players deploy their armies using the alternating units method. Game Length The recommended game end conditions for this scenario are Fixed Turn Limit, or Random Game Length. Scenario Special Rules This scenario has no special rules. Secondary Objectives This scenario must include the Strategic Locations (4) Secondary objective and may include the Baggage Trains and/or the Special Features Secondary objectives. Placing Terrain (Matched Play) Choosing Scenarios Fixed Turn Limit Random Game Length Strategic Locations (X) Baggage Trains Special Features (Secondary Objectives)"},"796":{"id":"common/spell/arcane-urgency","path":"common/spell/arcane-urgency","title":"Arcane Urgency","pathText":"common spell arcane urgency","type":"spell","body":"As the Battle Mage's allies march, time around them slows, allowing them to cover great distance in the blink of an eye. Type Conveyance Casting Value 9+ Range 15\" If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again. Conveyance The Movement Phase"},"797":{"id":"common/spell/bad-moon-rizin","path":"common/spell/bad-moon-rizin","title":"Bad Moon Rizin'","pathText":"common spell bad moon rizin","type":"spell","body":"The Shaman summons a great pale moon above the battlefield. Trembling under its baleful gaze, the enemy can barely lift their weapons! Type Hex Casting Value 10+ Range 15\" Until the end of this turn, the target enemy unit suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1). Hex"},"798":{"id":"common/spell/battle-lust","path":"common/spell/battle-lust","title":"Battle Lust","pathText":"common spell battle lust","type":"spell","body":"The builds within those near to the Dark Mage, filling them with a terrible lust for bloodshed. Type Enchantment Casting Value 9+ Range 12\" Until the end of this turn, the target friendly unit gains the Frenzy and Hatred (all enemies) special rules. Enchantment Frenzy Hatred (X)"},"799":{"id":"common/spell/column-of-crystal","path":"common/spell/column-of-crystal","title":"Column of Crystal","pathText":"common spell column of crystal","type":"spell","body":"The Illusionist conjures forth an illusory column of crystal. All that see it believe it to be utterly impenetrable. Type Magical Vortex Casting Value 10+ Range 9\" Remains in Play. Place a large (5\") blast template so that its central hole is within 9\" of the caster. Whilst in play, the template does not move and is treated as impassable terrain over which no line of sight can be drawn. Magical Vortex Remains in Play"},"800":{"id":"common/spell/confounding-convocation","path":"common/spell/confounding-convocation","title":"Confounding Convocation","pathText":"common spell confounding convocation","type":"spell","body":"The enemy is bombarded by wild and disorienting images and dancing lights that render them all but blind to the world around them. Type Hex Casting Value 8+ Range 9\" Remains in Play. Whilst this spell is in play, the target enemy unit becomes subject to the Stupidity special rule. Hex Remains in Play Stupidity"},"801":{"id":"common/spell/corporeal-unmaking","path":"common/spell/corporeal-unmaking","title":"Corporeal Unmaking","pathText":"common spell corporeal unmaking","type":"spell","body":"The physical forms of the High Mage's enemies begin to unravel, turning to dust on the wind. Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers D3 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Assailment Regeneration (X+) Ward Saves"},"802":{"id":"common/spell/curse-of-arrow-attraction","path":"common/spell/curse-of-arrow-attraction","title":"Curse of Arrow Attraction","pathText":"common spell curse of arrow attraction","type":"spell","body":"With a cry and a flourish, the Battle Mage curses an enemy, causing missiles to seek them out with almost sentient awareness. Type Hex Casting Value 7+ Range 21\" Until your next Start of Turn sub-phase, you may re-roll any rolls To Hit of a natural 1 when shooting at the target enemy unit. Hex Start of Turn"},"803":{"id":"common/spell/curse-of-cowardly-flight","path":"common/spell/curse-of-cowardly-flight","title":"Curse of Cowardly Flight","pathText":"common spell curse of cowardly flight","type":"spell","body":"As the war drums beat, the Battle Mage reaches into the minds of the enemy, tapping into their fears and weakening their intestinal fortitude. Type Hex Casting Value 8+ Range 15\" The target enemy unit must immediately make a Panic test. If the target unit automatically passes any Panic tests it is required to make for any reason, it must still make this test and, should it fail, it will Give Ground. Hex Panic Tests Give Ground"},"804":{"id":"common/spell/curse-of-years","path":"common/spell/curse-of-years","title":"Curse of Years","pathText":"common spell curse of years","type":"spell","body":"As dead things draw near, they feed hungrily upon the vital energy of the living, ageing them rapidly. Type Hex Casting Value 9+ Range 15\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement, Weapon Skill and Toughness characteristics (to a minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Start of Turn"},"805":{"id":"common/spell/daemonic-familiars","path":"common/spell/daemonic-familiars","title":"Daemonic Familiars","pathText":"common spell daemonic familiars","type":"spell","body":"The Daemonologist's many familiars fall upon the foe, slashing and biting with incorporeal claws and teeth. Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers 2D6 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Assailment Ward Saves Regeneration (X+)"},"806":{"id":"common/spell/daemonic-vessel","path":"common/spell/daemonic-vessel","title":"Daemonic Vessel","pathText":"common spell daemonic vessel","type":"spell","body":"At the Daemonologist's bidding, otherworldly entities rush forth to take possession of their allies, filling their bodies with unnatural ferocity. Type Enchantment Casting Value 9+ Range Self Until the end of this turn, the caster, their mount and any unit they have joined, gain a +1 modifier to their Strength and Attacks characteristics (to a maximum of 10), and improve the Armour Piercing characteristic of their weapons by 1. Enchantment Range 'Self' Spells Armour Piercing"},"807":{"id":"common/spell/daemonic-vigour","path":"common/spell/daemonic-vigour","title":"Daemonic Vigour","pathText":"common spell daemonic vigour","type":"spell","body":"As the Daemonologist mutters verses aloud from a proscribed text, their allies fill with a daemonic vitality. Type Enchantment Casting Value 9+ Range 15\" Until the end of this turn, the target friendly unit gains a +1 modifier to its Movement, Toughness and Initiative characteristics (to a maximum of 10). Enchantment"},"808":{"id":"common/spell/deathly-cabal","path":"common/spell/deathly-cabal","title":"Deathly Cabal","pathText":"common spell deathly cabal","type":"spell","body":"From beyond the veil of death, unquiet spirits gather protectively around the Necromancer, their presence causing the foe to recoil in fear and dread. Type Enchantment Casting Value 8+ Range Self Until your next Start of Turn sub-phase, the caster and any unit they have joined gain a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, whilst this spell is in play, the affected models gain the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Enchantment Range 'Self' Spells Start of Turn Fear Terror"},"809":{"id":"common/spell/doombolt","path":"common/spell/doombolt","title":"Doombolt","pathText":"common spell doombolt","type":"spell","body":"At the Dark Mage's bidding, a bolt of black lightning tears from the heavens and stabs at the earth. Type Magic Missile Casting Value 8+ Range 24\" Place a small (3\") blast template so that its central hole is directly over the centre of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -2. Magic Missiles Templates Armour Piercing"},"810":{"id":"common/spell/drain-magic","path":"common/spell/drain-magic","title":"Drain Magic","pathText":"common spell drain magic","type":"spell","body":"As the High Mage draws the Winds of Magic to themselves, other Wizards find themselves struggling to access their powers. Type Hex Casting Value 9+ Range Self Remains in Play. Whilst this spell is in play, enemy Wizards that are within 24\" of the caster's model when attempting to cast a spell must increase that spell's casting value by 2. Hex Range 'Self' Spells Remains in Play"},"811":{"id":"common/spell/earthen-ramparts","path":"common/spell/earthen-ramparts","title":"Earthen Ramparts","pathText":"common spell earthen ramparts","type":"spell","body":"At the Elementalist's summoning, mighty earthen ramparts rise up about their allies. Type Enchantment Casting Value 9+ Range 15\" Until your next Start of Turn sub-phase, the target friendly unit gains a 5+ Ward save against any wounds suffered and counts as being behind a defended low linear obstacle if charged. However, whilst this spell is in play the target unit cannot march or charge. Enchantment Start of Turn Ward Saves Low Linear Obstacles Marching The Charge Move"},"812":{"id":"common/spell/ere-we-go","path":"common/spell/ere-we-go","title":"'Ere We Go!","pathText":"common spell ere we go","type":"spell","body":"The Shaman begins a simple chant which is quickly and enthusiastically taken up by their friends. Type Enchantment Casting Value 8+ Range Self Any friendly unit that is within the caster's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a +D3 modifier to the result. Enchantment Range 'Self' Spells Declare Charges & Charge Reactions"},"813":{"id":"common/spell/evil-sun-shinin","path":"common/spell/evil-sun-shinin","title":"Evil Sun Shinin'","pathText":"common spell evil sun shinin","type":"spell","body":"The sun is out and there's an enemy army over there – it's a great day for a battle! 'Ave at it Boyz! Type Enchantment Casting Value 9+ Range Self Until your next Start of Turn sub-phase, friendly units that are within the caster's Command range may re-roll any rolls To Hit of a natural 1, and improve the Armour Piercing characteristic of their weapons by 1. Enchantment Range 'Self' Spells Start of Turn Armour Piercing"},"814":{"id":"common/spell/fiery-convocation","path":"common/spell/fiery-convocation","title":"Fiery Convocation","pathText":"common spell fiery convocation","type":"spell","body":"At the High Mage's bidding, a roiling storm of fire erupts within the midst of the enemy line. Type Magic Missile Casting Value 10+ Range 18\" Place a large (5\") blast template so that its central hole is directly over the centre of the target enemy unit. Once placed, the template will scatter D3+1\". Any enemy model whose base lies underneath the template's final position risks being hit and suffering a Strength 4 hit with an AP of -2. These hits have the Flaming Attacks special rule. Magic Missiles Templates Armour Piercing Flaming Attacks"},"815":{"id":"common/spell/fireball","path":"common/spell/fireball","title":"Fireball","pathText":"common spell fireball","type":"spell","body":"With a snap of the fingers, the Battle Mage summons forth a roiling ball of magical flame and hurls it at a nearby foe. Type Magic Missile Casting Value 8+ Range 24\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This spell has the Flaming Attacks special rule. Magic Missiles Armour Piercing Flaming Attacks"},"816":{"id":"common/spell/fist-of-gork-or-mork","path":"common/spell/fist-of-gork-or-mork","title":"Fist of Gork (or Mork)","pathText":"common spell fist of gork or mork","type":"spell","body":"In response to the Shaman's frantic hopping and gesticulating, a great green fist materialises from the air and wallops the foe! Type Assailment Casting Value 8+ Range Combat Place a large (5\") blast template so that its central hole is directly over the centre of a unit the caster is engaged in combat with. Once placed, the template will scatter D3\"+1. Any model (friend or foe) whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP of -1. Assailment Templates Armour Piercing"},"817":{"id":"common/spell/flaming-sword","path":"common/spell/flaming-sword","title":"Flaming Sword","pathText":"common spell flaming sword","type":"spell","body":"With a simple gesture, the Elementalist summons a great, flaming sword with which to strike at their enemies. Type Assailment Casting Value 7+ Range Combat A single enemy unit the caster is engaged in combat with suffers D6+1 Strength 3 hits, each with an AP of -. These hits have the Flaming Attacks special rule. Assailment Armour Piercing Flaming Attacks"},"818":{"id":"common/spell/foot-of-gork-or-mork","path":"common/spell/foot-of-gork-or-mork","title":"Foot of Gork (or Mork)","pathText":"common spell foot of gork or mork","type":"spell","body":"There's a massive green foot on the battlefield and it seems to be moving! Type Magical Vortex Casting Value 8+ Range 15\" Remains in Play. Place a large (5\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters 2D6\" during every Start of Turn sub-phase. Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D3+3 Strength 5 hits, each with an AP of -1. Magical Vortex Remains in Play Difficult Terrain Start of Turn Armour Piercing"},"819":{"id":"common/spell/fury-of-khaine","path":"common/spell/fury-of-khaine","title":"Fury of Khaine","pathText":"common spell fury of khaine","type":"spell","body":"The High Mage beseeches Khaine, God of Murder, to bestow his fury on the High Mage's allies. Type Enchantment Casting Value 9+ Range 12\" Until the end of this turn, the target friendly unit gains the Extra Attacks (+1) special rule. This spell may target a friendly unit engaged in combat. Enchantment Extra Attacks (+X)"},"820":{"id":"common/spell/gathering-darkness","path":"common/spell/gathering-darkness","title":"Gathering Darkness","pathText":"common spell gathering darkness","type":"spell","body":"At the Daemonologist's command, strange forms gather about the foe, their whispered taunts draining the enemy's courage. Type Hex Casting Value 9+ Range 12\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its Initiative characteristic (to a minimum of 1), a -2 modifier to its Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. This spell may target an enemy unit engaged in combat. Hex Start of Turn Inspiring Presence"},"821":{"id":"common/spell/glittering-robe","path":"common/spell/glittering-robe","title":"Glittering Robe","pathText":"common spell glittering robe","type":"spell","body":"Shimmering light radiates from the Illusionist's garb, dazzling and confounding the enemy. Type Enchantment Casting Value 8+ Range Self Until your next Start of Turn sub-phase, enemy units suffer a -1 modifier to any rolls To Hit made against the caster and any unit they have joined. If this spell is cast, the effects of any other Enchantment previously cast on any of the affected models immediately expire. Enchantment Range 'Self' Spells Start of Turn"},"822":{"id":"common/spell/hammerhand","path":"common/spell/hammerhand","title":"Hammerhand","pathText":"common spell hammerhand","type":"spell","body":"As the Battle Mage chants an invocation, their fists become like hammers, falling upon their foes with great and terrible power. Type Assailment Casting Value 7+ Range Combat A single enemy unit the caster is engaged in combat with suffers 2D3 Strength 4 hits, each with an AP of -2. Assailment"},"823":{"id":"common/spell/hand-of-mork-or-gork","path":"common/spell/hand-of-mork-or-gork","title":"Hand of Mork (or Gork)","pathText":"common spell hand of mork or gork","type":"spell","body":"A huge green hand appears from above and, with great care, flicks a hero across the battlefield. Type Conveyance Casting Value 7+ Range 18\" This spell can only target friendly characters, but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere within 2D6\" of its original location, but not within 3\" of any enemy models. However, if a double 1 is rolled, the character lands badly and loses a single Wound. Note that this spell allows a character to leave combat. Conveyance"},"824":{"id":"common/spell/infernal-gateway","path":"common/spell/infernal-gateway","title":"Infernal Gateway","pathText":"common spell infernal gateway","type":"spell","body":"The Dark Mage reveals a hidden passageway through the Realm of Chaos. Type Conveyance Casting Value 9+ Range 12\" This spell can only target friendly characters, but may target characters engaged in combat. If the target friendly character is not fleeing, you may immediately remove it from the battlefield and replace it anywhere within 12\" of its original location, but not within 6\" of any enemy models. Note that this spell allows a character to leave combat. Conveyance"},"825":{"id":"common/spell/miasmic-mirage","path":"common/spell/miasmic-mirage","title":"Miasmic Mirage","pathText":"common spell miasmic mirage","type":"spell","body":"Around the feet of the enemy, the earth itself shifts and blurs, causing warriors to trip and stumble upon half-imagined obstacles. Type Hex Casting Value 10+ Range 15\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its Movement characteristic (to a minimum of 1) and cannot march or charge. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Start of Turn"},"826":{"id":"common/spell/mind-razor","path":"common/spell/mind-razor","title":"Mind Razor","pathText":"common spell mind razor","type":"spell","body":"Torturous illusion grips the enemy. Only those with the strongest of wills can resist. Type Magic Missile Casting Value 7+ Range 15\" The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -. If, however, this test is failed, it suffers D3+3 Strength 4 hits, each with an AP of -3. Magic Missiles Leadership Tests Armour Piercing"},"827":{"id":"common/spell/oaken-shield","path":"common/spell/oaken-shield","title":"Oaken Shield","pathText":"common spell oaken shield","type":"spell","body":"The Battle Mage summons a mighty spectral oak around themselves and their allies, protecting them from the weapons of their enemies. Type Enchantment Casting Value 7+ Range Self Until your next Start of Turn sub-phase, the caster and any unit they have joined gain a 5+ Ward save against any wounds suffered. Enchantment Range 'Self' Spells Start of Turn Ward Saves"},"828":{"id":"common/spell/phantasmagoria","path":"common/spell/phantasmagoria","title":"Phantasmagoria","pathText":"common spell phantasmagoria","type":"spell","body":"Dark visions beset the enemy ranks, driving warriors into blind panic or suicidal rage. Type Magical Vortex Casting Value 9+ Range 12\" Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain. Enemy units that end their movement within 12\" of the template must immediately make a Panic test. Those that fail will Fall Back in Good Order or flee directly away from the template. Those that pass (or that do not have to make the test) become subject to the Impetuous special rule whilst they remain within 12\" of the template. Magical Vortex Dangerous Terrain Panic Tests Fall Back in Good Order"},"829":{"id":"common/spell/pillar-of-fire","path":"common/spell/pillar-of-fire","title":"Pillar of Fire","pathText":"common spell pillar of fire","type":"spell","body":"The Battle Mage conjures a fireball which quickly grows to become a towering pillar. Loosed from their grasp, it advances towards the enemy. Type Magical Vortex Casting Value 9+ Range 12\" Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks special rule. Magical Vortex Remains in Play Difficult Terrain Start of Turn Armour Piercing Flaming Attacks"},"830":{"id":"common/spell/plague-of-rust","path":"common/spell/plague-of-rust","title":"Plague of Rust","pathText":"common spell plague of rust","type":"spell","body":"As the Elementalist utters a curse, the armour of the enemy loses its lustre, corroding and crumbling from their bodies. Type Hex Casting Value 9+ Range 21\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -2 modifier to its armour value. This spell may target an enemy unit engaged in combat. Hex Start of Turn Armour Value"},"831":{"id":"common/spell/shield-of-saphery","path":"common/spell/shield-of-saphery","title":"Shield of Saphery","pathText":"common spell shield of saphery","type":"spell","body":"White light bursts forth from the High Mage's outstretched hands, clinging to armour and arcing overhead to form a protective barrier around their allies. Type Enchantment Casting Value 8+ Range 18\" Until the end of this turn, the target friendly unit gains a 5+ Ward save against any wounds suffered. If this spell is cast, the effects of any other Enchantment previously cast on the target unit immediately expire. Enchantment Ward Saves"},"832":{"id":"common/spell/shimmering-dragon","path":"common/spell/shimmering-dragon","title":"Shimmering Dragon","pathText":"common spell shimmering dragon","type":"spell","body":"An incorporeal Dragon materialises over the battlefield, stooping low to bear aloft a mighty champion. Type Conveyance Casting Value 8+ Range 12\" This spell can only target friendly characters. If the target friendly character is not fleeing and has not already moved during this Movement phase, it gains the Fly (10) special rule until the end of this turn. Conveyance The Movement Phase Fly (X)"},"833":{"id":"common/spell/soul-eater","path":"common/spell/soul-eater","title":"Soul Eater","pathText":"common spell soul eater","type":"spell","body":"The Dark Mage reaches out a taloned hand to tear at the very soul of their enemy. Type Assailment Casting Value 7+ Range Combat A single enemy model the caster is engaged in combat with suffers a single Strength 3 hit with the Multiple Wounds (3) special rule and with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Assailment Multiple Wounds (X) Ward Saves Regeneration (X+)"},"834":{"id":"common/spell/spectral-doppelganger","path":"common/spell/spectral-doppelganger","title":"Spectral Doppelganger","pathText":"common spell spectral doppelganger","type":"spell","body":"Like the surface of a mirror struck a mighty blow, the Illusionist's image fractures, revealing myriad doppelganger likenesses. Type Assailment Casting Value 9+ Range Combat A single enemy unit the caster is engaged in combat with suffers 2D6 hits, resolved using the characteristics and special rules of the caster and of any weapon they carry. Assailment"},"835":{"id":"common/spell/spectral-steed","path":"common/spell/spectral-steed","title":"Spectral Steed","pathText":"common spell spectral steed","type":"spell","body":"As the Necromancer chants words of dark power, a ghostly steed forms from the night air. Type Conveyance Casting Value 9+ Range 12\" Remains in Play. This spell can only target friendly characters whose troop type is infantry. Whilst this spell is in play, the target friendly character gains the Ethereal and Fly (10) special rules. Conveyance Remains in Play Infantry Ethereal Fly (X)"},"836":{"id":"common/spell/spirit-leech","path":"common/spell/spirit-leech","title":"Spirit Leech","pathText":"common spell spirit leech","type":"spell","body":"Chill winds gust and long shadows gather, sapping the enemy's will and sowing seeds of dread. Type Hex Casting Value 8+ Range 18\" Until the end of this turn, the target enemy unit suffers a -2 modifier to its Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. This spell may target an enemy unit engaged in combat. Hex Inspiring Presence"},"837":{"id":"common/spell/spiritual-vortex","path":"common/spell/spiritual-vortex","title":"Spiritual Vortex","pathText":"common spell spiritual vortex","type":"spell","body":"The Necromancer gestures and dark energy swirls, opening a vortex into the realm of Morr, god of death. Type Magical Vortex Casting Value 10+ Range 12\" Remains in Play. Place a large (5\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain. Whilst within 8\" of one or more Spiritual Vortexes, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule. Magical Vortex Remains in Play Dangerous Terrain Inspiring Presence"},"838":{"id":"common/spell/steed-of-shadows","path":"common/spell/steed-of-shadows","title":"Steed of Shadows","pathText":"common spell steed of shadows","type":"spell","body":"Coal-black daemonic steeds materialise from the air, bearing warriors aloft on wings of shadow. Type Conveyance Casting Value 8+ Range 15\" This spell can only target friendly models whose troop type is infantry. If the target friendly unit is not fleeing and has not already moved during this Movement phase, it gains the Fly (12) special rule until your next Start of Turn sub-phase. Conveyance Infantry Fly (X) Start of Turn"},"839":{"id":"common/spell/storm-call","path":"common/spell/storm-call","title":"Storm Call","pathText":"common spell storm call","type":"spell","body":"The Elementalist channels the fury of a storm towards their foes, causing strong winds and icy rains to batter against them. Type Hex Casting Value 7+ Range 12\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement and Initiative characteristics (to a minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Start of Turn"},"840":{"id":"common/spell/stream-of-corruption","path":"common/spell/stream-of-corruption","title":"Stream of Corruption","pathText":"common spell stream of corruption","type":"spell","body":"From the fingertips of the Dark Mage corrupted magic flows, flaying the flesh of the enemy. Type Assailment Casting Value 8+ Range Combat Place a flame template so that the narrow end touches the caster's base edge and the broad end is over a unit they are engaged in combat with. Any model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -1. Assailment Templates Armour Piercing"},"841":{"id":"common/spell/summon-elemental-spirit","path":"common/spell/summon-elemental-spirit","title":"Summon Elemental Spirit","pathText":"common spell summon elemental spirit","type":"spell","body":"The Elementalist summons forth a powerful spirit of earth, wind, water or fire to do their bidding. Type Magical Vortex Casting Value 9+ Range 15\" Remains in Play. Place a small (3\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as difficult terrain over which no line of sight can be drawn. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -1. Magical Vortex Remains in Play Difficult Terrain Start of Turn Armour Piercing"},"842":{"id":"common/spell/tempest","path":"common/spell/tempest","title":"Tempest","pathText":"common spell tempest","type":"spell","body":"The High Mage summons forth a tempest of rain and sleet, the centre of which is all but impenetrable. Type Magical Vortex Casting Value 9+ Range 12\" Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template does not move and is treated as dangerous terrain. Whilst within 6\" of the template, enemy units treat open ground as difficult terrain and difficult terrain as dangerous terrain. Magical Vortex Remains in Play Dangerous Terrain"},"843":{"id":"common/spell/the-dwellers-below","path":"common/spell/the-dwellers-below","title":"The Dwellers Below","pathText":"common spell the dwellers below","type":"spell","body":"Beneath the enemy the cold dirt parts, revealing spectral hands that reach to grasp at the foe and pull them into the underworld. Type Assailment Casting Value 7+ Range Combat Place a small (3\") blast template so that its central hole is directly over the centre of a unit the caster is engaged in combat with. Once placed, the template will scatter D3+1\". Any enemy model whose base lies underneath the template's final position risks being hit and suffering a single Strength 3 hit with an AP of -. Assailment Templates Armour Piercing"},"844":{"id":"common/spell/the-summoning","path":"common/spell/the-summoning","title":"The Summoning","pathText":"common spell the summoning","type":"spell","body":"From the Realm of Chaos, the Daemonologist summons forth daemonic beasts to strike at their foes. Type Magic Missile Casting Value 9+ Range 18\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -1. Magic Missiles Armour Piercing"},"845":{"id":"common/spell/travel-mystical-pathway","path":"common/spell/travel-mystical-pathway","title":"Travel Mystical Pathway","pathText":"common spell travel mystical pathway","type":"spell","body":"Tapping into the power of the Geomantic Web, the Elementalist opens a portal through which their allies can travel. Type Conveyance Casting Value 10+ Range 9\" If the target friendly unit is not fleeing and has not already moved during this Movement phase, you may immediately remove it from the battlefield and replace it anywhere completely within 12\" of its original location, but not within 6\" of any enemy models. The target friendly unit cannot move again during this Movement phase. Conveyance The Movement Phase"},"846":{"id":"common/spell/unquiet-spirits","path":"common/spell/unquiet-spirits","title":"Unquiet Spirits","pathText":"common spell unquiet spirits","type":"spell","body":"Evil spirits gather around the enemy, their spectral talons creeping beneath armour to tear at flesh. Type Magic Missile Casting Value 8+ Range 15\" The target enemy unit suffers 3D6 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Magic Missiles Ward Saves Regeneration (X+)"},"847":{"id":"common/spell/vindictive-glare","path":"common/spell/vindictive-glare","title":"Vindictive Glare","pathText":"common spell vindictive glare","type":"spell","body":"Their brows furrowed and their teeth clenched, the Shaman's glare is so intense that their enemies visibly wither. Type Magic Missile Casting Value 8+ Range 21\" The target enemy unit suffers a single Strength 7 hit with the Multiple Wounds (D3) special rule and with no armour save permitted (Ward and Regeneration saves can be attempted as normal). This spell may target an enemy unit engaged in combat. Magic Missiles Multiple Wounds (X) Ward Saves Regeneration (X+)"},"848":{"id":"common/spell/vortex-of-chaos","path":"common/spell/vortex-of-chaos","title":"Vortex of Chaos","pathText":"common spell vortex of chaos","type":"spell","body":"A swirling tear in reality opens, through which daemonic beasts grasp at those that venture too close. Type Magical Vortex Casting Value 8+ Range 15\" Remains in Play. Place a small (3\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D6+1 Strength 3 hits, each with an AP of -. Magical Vortex Remains in Play Difficult Terrain Start of Turn Armour Piercing"},"849":{"id":"common/spell/walk-between-worlds","path":"common/spell/walk-between-worlds","title":"Walk Between Worlds","pathText":"common spell walk between worlds","type":"spell","body":"The High Mage causes their allies to drift in and out of reality, enabling them to pass through terrain as if it was not there. Type Conveyance Casting Value 10+ Range Self Until your next Start of Turn sub-phase, the caster and any unit they have joined gain the Ethereal and Reserve Move special rules. Conveyance Range 'Self' Spells Start of Turn Ethereal Reserve Move"},"850":{"id":"common/spell/wind-blast","path":"common/spell/wind-blast","title":"Wind Blast","pathText":"common spell wind blast","type":"spell","body":"A mighty wind rips enemy warriors from their regiments, dashing them against the hard earth. Type Magic Missile Casting Value 8+ Range 15\" The target enemy unit suffers D3+3 Strength 5 hits, each with an AP of -1. Once these hits have been resolved, the unit must Give Ground. Magic Missiles Armour Piercing Give Ground"},"851":{"id":"common/spell/word-of-pain","path":"common/spell/word-of-pain","title":"Word of Pain","pathText":"common spell word of pain","type":"spell","body":"The Dark Mage chants incomprehensible syllables, each more torturous than the last. Type Hex Casting Value 10+ Range 18\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Strength and Toughness characteristics (to a minimum of 1). This spell may target an enemy unit engaged in combat. Hex"},"852":{"id":"common/troop-type/behemoths","path":"common/troop-type/behemoths","title":"Behemoths","pathText":"common troop type behemoths","type":"rule","body":"Behemoths are the largest beings in the Warhammer world. This category includes such terrors as mighty Dragons, be they noble or corrupted; Greater Daemons of Chaos, the most accursed of the Dark Gods' servants; towering Giants; lumbering constructs of science and sorcery, and far more besides. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Behemoths - - As Starting Wounds Ridden Monster Lumbering Thunderstomp Characters & Ridden Monsters Lumbering Thunderstomp"},"853":{"id":"common/troop-type/categories-of-troop-type","path":"common/troop-type/categories-of-troop-type","title":"Categories of Troop Type","pathText":"common troop type categories of troop type","type":"rule","body":"There are five main categories of troop type, each of which is further divided into sub-categories. For example, particularly large infantry fall into the monstrous infantry sub-category of infantry. In such cases, when the rules refer to infantry models or units, monstrous infantry must also follow those rules unless an exception is stated for monstrous infantry. A model's troop type also determines the minimum number of such models a rank must contain to claim a Rank Bonus, the maximum Rank Bonus a unit of such models is able to claim, and the Unit Strength of such a model, as shown in the sections that follow. In most cases it will be fairly obvious which main category of troop type a model falls into. Sub-categories are more complex and exist to help better understand the exact role of a unit in battle and to better reflect this in games through the use of different rules. Monstrous Infantry Infantry Rank Bonus Unit Strength"},"854":{"id":"common/troop-type/cavalry","path":"common/troop-type/cavalry","title":"Cavalry","pathText":"common troop type cavalry","type":"rule","body":"The term cavalry refers to any riders mounted on war beasts – commonly warhorses or similar creatures. It can also include war beasts on their own as packs of animals which will often function in a manner more similar to cavalry than infantry. Cavalry is split into four sub-categories: Light Cavalry Heavy Cavalry Monstrous Cavalry War Beasts Light Cavalry Heavy Cavalry Monstrous Cavalry War Beasts"},"855":{"id":"common/troop-type/cavalry-support","path":"common/troop-type/cavalry-support","title":"Cavalry Support","pathText":"common troop type cavalry support","type":"rule","body":"Whilst a rider may be able to reach above a comrade to strike at the foe, their mount cannot. Should a cavalry model be able to make a supporting attack, only the rider can attack, not the mount. Cavalry Supporting Attacks"},"856":{"id":"common/troop-type/characters-troop-types","path":"common/troop-type/characters-troop-types","title":"Characters (Troop Types)","pathText":"common troop type characters troop types","type":"rule","body":"Some models will have the word 'Character' in brackets after their troop type, indicating that the model is a character. This section does not cover characters in detail. Instead, and because characters are such a powerful and important part of Warhammer: the Old World, they have a section all to themselves. Characters"},"857":{"id":"common/troop-type/chariots","path":"common/troop-type/chariots","title":"Chariots","pathText":"common troop type chariots","type":"rule","body":"A chariot is usually a wheeled war vehicle drawn into battle by beasts of some kind and crewed by heavily armed and armoured warriors. This category can also include large objects, such as mobile altars, that are pushed along or carried. Chariots are split into two sub-categories: Light Chariots Heavy Chariots Light Chariots Heavy Chariots"},"858":{"id":"common/troop-type/churning-wheels","path":"common/troop-type/churning-wheels","title":"Churning Wheels","pathText":"common troop type churning wheels","type":"rule","body":"A unit with this rule can only be joined by a character that also has this rule. Other characters are unwilling to risk falling beneath the unit's wheels. Characters"},"859":{"id":"common/troop-type/clumsy","path":"common/troop-type/clumsy","title":"Clumsy","pathText":"common troop type clumsy","type":"rule","body":"A unit with this rule can only be joined by a character that also has this rule. Smaller characters are unwilling to risk being trampled. Characters"},"860":{"id":"common/troop-type/firing-platform","path":"common/troop-type/firing-platform","title":"Firing Platform","pathText":"common troop type firing platform","type":"rule","body":"From the cab of a chariot, warriors can shoot in all directions. For the purposes of shooting and casting spells, this model has a 360° vision arc."},"861":{"id":"common/troop-type/heavy-cavalry","path":"common/troop-type/heavy-cavalry","title":"Heavy Cavalry","pathText":"common troop type heavy cavalry","type":"rule","body":"Across the battlefields of the Old World, the thunderous charge of heavy cavalry turns the bowels of even the bravest infantryman to water. Heavy cavalry are the heavily armed and armoured knights of the Old World's armies, warrior elites mounted atop mighty warhorses, bellowing boars and cold-blooded reptiles that charge fearlessly into the fray time and time again. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Heavy Cavalry 4 +1 2 Split Profile (Cavalry) Cavalry Support Split Profile (Cavalry) Cavalry Support"},"862":{"id":"common/troop-type/heavy-chariots","path":"common/troop-type/heavy-chariots","title":"Heavy Chariots","pathText":"common troop type heavy chariots","type":"rule","body":"Built for strength and durability, heavy chariots deliver crushing charges deep into the ranks of the enemy. Where light chariots move quickly and harass the foe, heavy chariots move slowly, gradually building their speed before crashing like the fist of an angry god into the quaking battle lines of the opposing army. Often, the charge of a heavy chariot will cause the serried ranks of the enemy to buckle and crumple as scythed wheels hew through limbs and armoured beasts trample all before them. The survivors of such a charge fare no better, for heavy chariots are invariably crewed by mighty warriors that use the armoured cab of their vehicle as a platform from which to slay their enemies with brutal efficiency. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Heavy Chariots - - 5 Split Profile (Chariots) Scythed Wheels Lumbering Iron Shod Wheels Firing Platform Split Profile (Chariots) Scythed Wheels Lumbering Iron Shod Wheels Firing Platform"},"863":{"id":"common/troop-type/heavy-infantry","path":"common/troop-type/heavy-infantry","title":"Heavy Infantry","pathText":"common troop type heavy infantry","type":"rule","body":"This sub-category covers the many warriors that are larger than the average man, but not monstrously large, and the heavily armed or armoured elites that the rank and file aspire towards and that generals turn to as bodyguards and more. Close Order formations of heavy infantry can usually be found where the fighting is thickest. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Heavy Infantry 4 +2 1 Steady in the Ranks Press of Battle Massed Infantry Parry Steady in the Ranks Press of Battle Massed Infantry Parry"},"864":{"id":"common/troop-type/infantry","path":"common/troop-type/infantry","title":"Infantry","pathText":"common troop type infantry","type":"rule","body":"Infantry includes all units of foot troops and forms the backbone of most armies. Infantry is split into four sub-categories, some of which are subject to their own rules: Regular Infantry Heavy Infantry Monstrous Infantry Swarms Regular Infantry Heavy Infantry Monstrous Infantry Swarms"},"865":{"id":"common/troop-type/insignificant","path":"common/troop-type/insignificant","title":"Insignificant","pathText":"common troop type insignificant","type":"rule","body":"Swarms consist of small and insignificant creatures. As such, a line of sight can be drawn across a swarm as if it wasn't there. In addition, swarms are ignored when attempting to target enemy characters."},"866":{"id":"common/troop-type/iron-shod-wheels","path":"common/troop-type/iron-shod-wheels","title":"Iron Shod Wheels","pathText":"common troop type iron shod wheels","type":"rule","body":"Chariots are not designed for use in terrain. This model treats all difficult terrain as dangerous terrain and treats all linear obstacles as impassable terrain. In addition, if this model rolls a 1 when making a Dangerous Terrain test, it loses D3 Wounds. Difficult Terrain Dangerous Terrain"},"867":{"id":"common/troop-type/light-cavalry","path":"common/troop-type/light-cavalry","title":"Light Cavalry","pathText":"common troop type light cavalry","type":"rule","body":"Be they mounted on swift steeds, savage wolves, giant spiders or daemonic beasts, light cavalry are fast moving riders that range far and wide, encircling the foe. Such riders excel as scouts and outriders as well as warriors, and will often send word of enemy movement back to their commanders before launching lightning-fast strikes intended to demoralise the foe. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Light Cavalry 5 +1 2 Split Profile (Cavalry) Cavalry Support Split Profile (Cavalry) Cavalry Support"},"868":{"id":"common/troop-type/light-chariots","path":"common/troop-type/light-chariots","title":"Light Chariots","pathText":"common troop type light chariots","type":"rule","body":"Fast moving and lightly made, light chariots are often used as mobile platforms from which skilled warriors rain missiles on the enemy, or from which noble heroes shout challenges to the foe. They are often deployed in units and, much like light cavalry, they will harass the flanks of the enemy before closing in for the kill. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Light Chariots 3 +1 3 Split Profile (Chariots) Iron Shod Wheels Churning Wheels Firing Platform Split Profile (Chariots) Iron Shod Wheels Churning Wheels Firing Platform"},"869":{"id":"common/troop-type/lumbering","path":"common/troop-type/lumbering","title":"Lumbering","pathText":"common troop type lumbering","type":"rule","body":"Perhaps due to their large size, their weight, or a combination of skittish draft animals and slow turning wheels, models with this rule are not especially manoeuvrable. To represent this, a Lumbering model is considered to be, and follows all of the rules for, a Close Order formation, even when included in your army as a single model. However, even the largest single model enjoys slightly more manoeuvrability than a tightly formed regiment of many models. Therefore, after moving, unless it charged, marched or fled, a Lumbering model may pivot about its centre to change its facing by up to 90°. Finally, a Lumbering model cannot join a unit or be joined by a character. Close Order Formation"},"870":{"id":"common/troop-type/massed-infantry","path":"common/troop-type/massed-infantry","title":"Massed Infantry","pathText":"common troop type massed infantry","type":"rule","body":"Numbers alone can sometimes overcome the foe. When determining combat results, if one side has a higher Unit Strength than the other and includes one or more units with this rule, that side may claim a bonus of +1 combat result point. Unit Strength Calculate Combat Result"},"871":{"id":"common/troop-type/monsters","path":"common/troop-type/monsters","title":"Monsters","pathText":"common troop type monsters","type":"rule","body":"Creatures so large and powerful that they normally do not form into units, but roam the battlefield on their own. In spite of this, due to their size, they function as Close Order units, rather than as Skirmishers. Monsters are split into two sub-categories: Monstrous Creatures Behemoths Monstrous Creatures Behemoths"},"872":{"id":"common/troop-type/monstrous-cavalry","path":"common/troop-type/monstrous-cavalry","title":"Monstrous Cavalry","pathText":"common troop type monstrous cavalry","type":"rule","body":"Just as horse-sized beasts can be pressed into service as mounts, so too can their monstrous cousins. Monstrous cavalry are rare, as most such creatures are so strong-willed that great patience (or violence) is needed to break them to the saddle. This combination of mass and stubborn muscle makes monstrous cavalry a much-feared sight upon the battlefields of the Warhammer world. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Monstrous Cavalry 3 +1 3 Split Profile (Cavalry) Clumsy Split Profile (Cavalry) Clumsy"},"873":{"id":"common/troop-type/monstrous-creatures","path":"common/troop-type/monstrous-creatures","title":"Monstrous Creatures","pathText":"common troop type monstrous creatures","type":"rule","body":"There are many mighty and wondrous creatures in the Warhammer world that, whilst not large enough to shake the earth with their tread, are considerably larger than monstrous infantry or monstrous cavalry. Such beasts are referred to as 'monstrous creatures' and they are formidable foes. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Monstrous Creatures - - As Starting Wounds Ridden Monster Lumbering Characters & Ridden Monsters Lumbering"},"874":{"id":"common/troop-type/monstrous-infantry","path":"common/troop-type/monstrous-infantry","title":"Monstrous Infantry","pathText":"common troop type monstrous infantry","type":"rule","body":"The monstrous infantry sub-category covers things like Trolls, Ogres and Minotaurs – creatures that are (roughly) man-shaped and fight on foot, but that are two or three times the size of regular or heavy infantry. Monstrous creatures vary wildly, from Ogres who fight as mercenaries all across the Old World, to Trolls, who shamble to war in search of food and fight together in irregular formations. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Monstrous Infantry 3 +2 3 Clumsy Clumsy"},"875":{"id":"common/troop-type/no-one-cares","path":"common/troop-type/no-one-cares","title":"No One Cares","pathText":"common troop type no one cares","type":"rule","body":"No one really cares about swarms. Swarms never cause Panic in friendly units, regardless of what happens to them. Swarms Panic Tests"},"876":{"id":"common/troop-type/parry","path":"common/troop-type/parry","title":"Parry","pathText":"common troop type parry","type":"rule","body":"With sword and shield, warriors attempt to deflect enemy attacks. Whilst engaged in close combat, a model with this rule that is equipped with and chooses to use a hand weapon and shield improves its armour value by 1, to a maximum of 3+. Hand Weapon Shield Armour Value"},"877":{"id":"common/troop-type/press-of-battle","path":"common/troop-type/press-of-battle","title":"Press of Battle","pathText":"common troop type press of battle","type":"rule","body":"In the heat of battle, orderly ranks become a swirling melee. Except during a turn in which it charged, the fighting rank of a unit that has this rule and is arrayed in combat order is not one, but two ranks deep. In other words, models that are directly behind and in base contact with models in the units actual fighting rank are also considered to be within its fighting rank. The Fighting Rank"},"878":{"id":"common/troop-type/regular-infantry","path":"common/troop-type/regular-infantry","title":"Regular Infantry","pathText":"common troop type regular infantry","type":"rule","body":"This sub-category covers all the roughly human-sized warriors of the Warhammer world, be they Men, Elves, Dwarfs, Orcs, Zombies and so on. Regular infantry will normally form the core of your Warhammer army, the troops upon which you rely to get the job done. Regular infantry can be expected to adopt almost any formation to fulfil any role. Due to their ubiquity, the basic rules of Warhammer: the Old World are written around regular infantry, so no additional rules apply to this troop type. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Regular Infantry 5 +2 1 Press of Battle Massed Infantry Parry Press of Battle Massed Infantry Parry"},"879":{"id":"common/troop-type/scythed-wheels","path":"common/troop-type/scythed-wheels","title":"Scythed Wheels","pathText":"common troop type scythed wheels","type":"rule","body":"Built to wreak destruction, heavy chariots are adorned with sharpened spikes and scything blades, the better to cut down the foe. Any Impact Hits caused by a heavy chariot have an Armour Piercing characteristic of -2."},"880":{"id":"common/troop-type/split-profile-cavalry","path":"common/troop-type/split-profile-cavalry","title":"Split Profile (Cavalry)","pathText":"common troop type split profile cavalry","type":"rule","body":"Most cavalry models (but by no means all) consist of not one, but two models – rider and mount, together making a single model. To represent this, many cavalry models have a split profile. In game terms, this works as follows: Unless noted otherwise, any special rules that apply to one element (rider or mount) apply to the other as well. The rider and mount each use their own Weapon Skill, Ballistic Skill, Strength, Initiative and Attacks characteristics, and their own weapons. In combat, all enemy rolls To Hit are made against the rider's Weapon Skill. Impact Hits and/or Stomp Attacks use the mount's Strength. When this model makes an Armour Save roll, it uses the rider's armour value. If the rider is reduced to zero Wounds, the model as a whole is removed from play. Split Profiles (Model Profiles)"},"881":{"id":"common/troop-type/split-profile-chariots","path":"common/troop-type/split-profile-chariots","title":"Split Profile (Chariots)","pathText":"common troop type split profile chariots","type":"rule","body":"A chariot consists of several models – the chariot itself, the crew and (usually) the beasts that draw it – together making a single model. To represent this, a chariot model has a split profile. In game terms, this works as follows: Unless noted otherwise, any special rules that apply to one element (chariot, crew or beasts) apply to the others as well. This model uses the Movement characteristic of the beasts that draw it or, if there are no beasts, of the chariot itself. The crew and beasts each use their own Weapon Skill, Ballistic Skill, Strength, Initiative and Attacks characteristics, and their own weapons. In combat, all enemy rolls To Hit are made against the crew's Weapon Skill. Impact Hits and/or Stomp Attacks use the chariot's Strength. If the chariot is reduced to zero Wounds, the model as a whole is removed from play. Split Profiles (Model Profiles) Impact Hits (X) Stomp Attacks (X)"},"882":{"id":"common/troop-type/split-profile-war-machine","path":"common/troop-type/split-profile-war-machine","title":"Split Profile (War Machine)","pathText":"common troop type split profile war machine","type":"rule","body":"A war machine consists of several models – the war machine itself and the crew that operate it, together making a single model. To represent this, a war machine model has a split profile. In game terms, this works as follows: This model is treated as a single model and, unless noted otherwise, any special rules that apply to one element (war machine or crew) apply to the other as well. In combat, use the Toughness and Wounds characteristics of the crew. When not in combat, use the Toughness and Wounds characteristics of the war machine. For each Wound the crew loses, it suffers a -1 modifier to its Attacks characteristic. When this model makes an Armour Save roll, it uses the crew's armour value. If either the crew or the war machine is reduced to zero Wounds, the model as a whole is removed from play. Split Profiles (Model Profiles)"},"883":{"id":"common/troop-type/steady-in-the-ranks","path":"common/troop-type/steady-in-the-ranks","title":"Steady in the Ranks","pathText":"common troop type steady in the ranks","type":"rule","body":"Due to their solid stature, heavy armour and often elite nature, heavy infantry are rarely concerned by inferior numbers. To represent this, a unit of heavy infantry arrayed in either Close Order or Open Order formation does not become Disrupted when engaged in its flank or rear unless the enemy unit has a Unit Strength of ten or more. Heavy Infantry Close Order Open Order Formation Disrupted Units Unit Strength"},"884":{"id":"common/troop-type/swarms","path":"common/troop-type/swarms","title":"Swarms","pathText":"common troop type swarms","type":"rule","body":"Swarms are seething masses of small creatures, such as rats, snakes or insects, summoned to the battlefield by magical means or herded there by beast masters and handlers to be set loose upon the enemy. Individually, the critters in a swarm pose little threat, but their sheer weight of numbers more than compensates for their size. Swarms are made of a number of bases. Each base includes many creatures, but counts as a single model. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules Swarms - - 3 Insignificant No One Cares Undisciplined Insignificant No One Cares Undisciplined"},"885":{"id":"common/troop-type/thunderstomp","path":"common/troop-type/thunderstomp","title":"Thunderstomp","pathText":"common troop type thunderstomp","type":"rule","body":"Colossal feet and gigantic hooves do damage beyond imagining when they kick and stomp upon the enemy. Any Stomp Attacks made by a behemoth have an Armour Piercing characteristic of -2. However, this rule cannot be used against another monster (monstrous creatures or behemoth) – they are simply too big to be stomped on effectively. Stomp Attacks (X) Armour Piercing Monstrous Creatures Behemoths"},"886":{"id":"common/troop-type/troop-type-tables","path":"common/troop-type/troop-type-tables","title":"Troop Type Tables","pathText":"common troop type troop type tables","type":"rule","body":"Each of the following categories is accompanied by a table containing a summary of the important information needed for that troop type: Models Per Rank This is the minimum number required to claim a Rank Bonus. Ranks can contain more models or fewer models, as you wish, but in order for a rank to count towards Rank Bonus, it must contain at least this many models. Maximum Rank Bonus This is the maximum Rank Bonus a unit can claim. In some cases this can be increased by special rules and other effects. Unit Strength Sometimes, you may be required to work out the 'Unit Strength' of a unit. There are a number of reasons you might need to know this, for example, to determine if one of your units is outnumbered by an enemy, and if they are, by how much. Simply counting the number of models does not account for the sheer power and destructive ability of large and ferocious creatures. Unit Strength represents this well. To determine Unit Strength, simply count the number of models currently in the unit and multiply this by the Unit Strength per model as shown on the Troop Type table."},"887":{"id":"common/troop-type/troop-types-in-detail","path":"common/troop-type/troop-types-in-detail","title":"Troop Types in Detail","pathText":"common troop type troop types in detail","type":"rule","body":"All models have a troop type. These, along with the type of formation units of such models adopt, determine how they function throughout the rules. Troop types were explained in brief. The following sections cover them in greater detail and present any additional rules that may apply, as well as providing more in-depth descriptions of what they represent. Troop Types at a Glance"},"888":{"id":"common/troop-type/undisciplined","path":"common/troop-type/undisciplined","title":"Undisciplined","pathText":"common troop type undisciplined","type":"rule","body":"A unit with this rule cannot use the Inspiring Presence rule of the army's General nor the \"Hold your Ground\" rule of a Battle Standard. Inspiring Presence The General (Characters) \"Hold Your Ground\" The Battle Standard"},"889":{"id":"common/troop-type/war-beasts","path":"common/troop-type/war-beasts","title":"War Beasts","pathText":"common troop type war beasts","type":"rule","body":"Some armies employ hunting animals, such as hounds or wolves. Whilst not particularly intelligent, such creatures can be formidable foes in close combat, and cover ground at an incredible rate. Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules War Beasts 5 +1 1 Undisciplined Undisciplined"},"890":{"id":"common/troop-type/war-machines","path":"common/troop-type/war-machines","title":"War Machines","pathText":"common troop type war machines","type":"rule","body":"War machines such as cannon and bolt throwers are powerful weapons on the field of battle, able to pulverise whole regiments, breach stone walls or even slay fearsome monsters with a single, well-placed shot. The most commonly seen types of war machine are dealt with as weapons in greater detail in their own section. War machines in general as a category of troop type have the following rules: Troop Type Models per Rank Maximum Rank Bonus Unit Strength per Model Special Rules War Machines - - As Starting Wounds Split Profile (War Machine) \"We're Not Paid to Fight\" Weapon of War War Machines Split Profile (War Machine) \"We're Not Paid to Fight\" Weapon of War"},"891":{"id":"common/troop-type/weapon-of-war","path":"common/troop-type/weapon-of-war","title":"Weapon of War","pathText":"common troop type weapon of war","type":"rule","body":"War machines are built to be strong and durable rather than for speed and, as such, they are slow and cumbersome to move once erected. To represent this, war machines cannot march, declare a charge or make a pursuit move. Additionally, war machines suffer a -1 modifier to the result of any Flee roll they make (to a minimum of 1). However, a war machine can freely pivot about its centre immediately before shooting (the better to face the enemy) and may make a follow up move as normal. Should a war machine pivot, it does not count as having moved."},"892":{"id":"common/troop-type/were-not-paid-to-fight","path":"common/troop-type/were-not-paid-to-fight","title":"\"We're Not Paid to Fight\"","pathText":"common troop type were not paid to fight","type":"rule","body":"Should a war machine ever Break and flee from combat, its crew will abandon it to be wrecked by the enemy and beat a hasty retreat. Treat the model as having been completely destroyed and remove it from play. Note that a war machine that loses a round of combat may Fall Back in Good Order or Give Ground as normal."},"893":{"id":"common/unit/baggage-carts","path":"common/unit/baggage-carts","title":"Baggage Carts","pathText":"common unit baggage carts","type":"unit","body":"Baggage Cart Driver Draft Animal (x2) Base Size 60 x 100mm Unit Size 1 Armour Value 5+ Troop Type Heavy Chariot Equipment Driver: Hand weapon Draft Animals: Hooves, horns, tusks or similar (hand weapons) Special Rules Close Order Flee to Safety Loner Non-Combatant Heavy Chariots Hand Weapon Hand Weapon Close Order Close Order Flee To Safety Flee To Safety Loner Loner Non-Combatant Non-Combatant"},"894":{"id":"common/unit/enraged-troll","path":"common/unit/enraged-troll","title":"Enraged Troll","pathText":"common unit enraged troll","type":"unit","body":"Enraged Troll Base Size 40 x 40mm Unit Size 1 Troop Type Monstrous Infantry Equipment Hand weapon Troll vomit calloused hide (counts as light armour) Special Rules Armour Bane (1) Fear Flammable Regeneration (5+) Skirmishers Monstrous Infantry Hand Weapon Hand Weapon Troll Vomit Troll Vomit Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear Fear Flammable Flammable Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation"},"895":{"id":"common/unit/wandering-mercenaries","path":"common/unit/wandering-mercenaries","title":"Wandering Mercenaries","pathText":"common unit wandering mercenaries","type":"unit","body":"Wandering Mercenary Base Size 25 x 25mm Unit Size 10 Troop Type Regular Infantry Equipment Hand weapons shields hand weapons shortbows Special Rules Mercenaries Move Through Cover Skirmishers Regular Infantry Hand Weapon Hand Weapon Shield Shield Hand Weapon Hand Weapon Shortbow Shortbow Mercenaries Mercenaries Move Through Cover Move Through Cover Skirmish Formation Skirmish Formation"},"896":{"id":"common/weapon/additional-equipment","path":"common/weapon/additional-equipment","title":"Additional Equipment","pathText":"common weapon additional equipment","type":"rule","body":"Many models carry equipment (or have the option to carry equipment) that improves upon their armour value. The two most common types – the humble shield and barding for a trusty mount – are detailed below. Note that, regardless of the equipment carried, a model can never have an armour value better than 2+. Any bonuses that would improve a model's armour further have no effect."},"897":{"id":"common/weapon/armour","path":"common/weapon/armour","title":"Armour","pathText":"common weapon armour","type":"rule","body":"Few warriors venture onto the battlefield without some measure of protection, be it only a padded leather jerkin or a gleaming suit of plate mail. Many creatures shun conventional armour, protected instead by their own thickened skin or scaly hides. Whatever the case, the level of protection given is represented by the Armour Save roll – a test made against a model's armour value – the more armour a model wears, the better its armour value becomes and the more likely it is to successfully pass an Armour Save roll. Make Armour Saves (Combat) Armour Value"},"898":{"id":"common/weapon/armour-value","path":"common/weapon/armour-value","title":"Armour Value","pathText":"common weapon armour value","type":"rule","body":"Although in some cases a model will have an armour value given, the armour value of most models is determined by their equipment. The most common types of armour are: Common Armour Types Type of Armour Armour Value Light armour 6+ Heavy armour 5+ Full plate armour 4+ Light Armour Heavy Armour Full Plate Armour"},"899":{"id":"common/weapon/barding","path":"common/weapon/barding","title":"Barding","pathText":"common weapon barding","type":"rule","body":"Barding is the name given to the armour worn by a mount. This can take many forms, from heavy cloth draperies, to formed and fitted armour plates. Barding is seen often on the mounts of cavalry, but only rarely upon monsters ridden by characters (it is a challenge to tailor a suit of barding to an unwilling gryphon!). A model that rides a barded mount improves its armour value by 1. For example, a cavalry model equipped with heavy armour has an armour value of 5+. Should that model's mount be barded, its armour value would be improved by 1 by lowering the target number from 5+ to 4+. Armour Value"},"900":{"id":"common/weapon/black-powder-weapons","path":"common/weapon/black-powder-weapons","title":"Black Powder Weapons","pathText":"common weapon black powder weapons","type":"rule","body":"Considered the cutting edge of weapon technology in many human realms, black powder has long been utilised by the Dwarfs and by several human nations. Black powder weapons are overly large and noisy, though the craftsmanship that goes into their construction is considerable."},"901":{"id":"common/weapon/bows","path":"common/weapon/bows","title":"Bows","pathText":"common weapon bows","type":"rule","body":"The humble bow is used extensively in warfare. It is a compact, long-ranged weapon that is, for the most part, cheap to make and easy to maintain. The many races of the Warhammer world use various types, each reflecting the preferences of their makers."},"902":{"id":"common/weapon/brace-of-pistols","path":"common/weapon/brace-of-pistols","title":"Brace of Pistols","pathText":"common weapon brace of pistols","type":"rule","body":"Warriors that can do so will enter battle with a matched pair of pistols (or more), enabling them to snap off multiple shots. In combat, a skilled duellist can shoot, club, parry and jab with their pistols. Ranged: Brace of Pistols Ranged Armour Bane (1) Multiple Shots (2) Quick Shot Combat: Brace of Pistols Combat Extra Attacks (+1) Requires Two Hands Notes: A brace of pistols has two profiles, representing how the weapons are used in combat. Armour Bane (X) Multiple Shots (X) Quick Shot Extra Attacks (+X) Requires Two Hands"},"903":{"id":"common/weapon/brace-of-repeater-handbows","path":"common/weapon/brace-of-repeater-handbows","title":"Brace of Repeater Handbows","pathText":"common weapon brace of repeater handbows","type":"rule","body":"Brace of Repeater Handbows Multiple Shots (4) Quick Shot Multiple Shots (X) Quick Shot"},"904":{"id":"common/weapon/cavalry-spear","path":"common/weapon/cavalry-spear","title":"Cavalry Spear","pathText":"common weapon cavalry spear","type":"rule","body":"Lighter than a lance, what cavalry spears lack in terms of shuddering impact on the charge they more than make up for in terms of versatility, enabling their wielders to bring their numbers to bear against the enemy. Cavalry Spear Fight In Extra Rank Notes: Models whose troop type is cavalry, monster or chariot only. A cavalry spear's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. A model wielding a cavalry spear cannot make a supporting attack during a turn in which it charged. Fight in Extra Rank Cavalry Monsters Chariots"},"905":{"id":"common/weapon/combat-weapons","path":"common/weapon/combat-weapons","title":"Combat Weapons","pathText":"common weapon combat weapons","type":"rule","body":"The following sections detail some of the many types of combat weapon found in the Warhammer world. Unusual weapons that are specific to individual races or armies are covered in the army list for that particular race."},"906":{"id":"common/weapon/crossbow","path":"common/weapon/crossbow","title":"Crossbow","pathText":"common weapon crossbow","type":"rule","body":"The average crossbow is brutally powerful and relatively easy to use. Compared to handguns, they are quick and easy to manufacture and to learn the use of. All told, this makes them the ideal weapon for large regiments and poorly trained conscripts in provincial armies. Crossbow Armour Bane (2) Ponderous Armour Bane (X) Ponderous"},"907":{"id":"common/weapon/crossbows","path":"common/weapon/crossbows","title":"Crossbows","pathText":"common weapon crossbows","type":"rule","body":"A crossbow consists of a short, strong bow stave mounted on a wooden or metal stock. They are heavy weapons that are slow to load, and it requires considerable strength to wind back the string of a crossbow. They make up for this with their tremendous range and power."},"908":{"id":"common/weapon/flail","path":"common/weapon/flail","title":"Flail","pathText":"common weapon flail","type":"rule","body":"A flail is a cumbersome, heavy weapon used with both hands. It consists of heavy weights, often spiked, attached to a pole or handle by heavy chains. A flail drains the user's stamina quickly, but is incredibly destructive nonetheless, its impact smashing shields and splintering bones. Flail Armour Bane (1) Requires Two Hands Notes: A flail's Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Armour Bane (X) Requires Two Hands Armour Bane (X)"},"909":{"id":"common/weapon/full-plate-armour","path":"common/weapon/full-plate-armour","title":"Full Plate Armour","pathText":"common weapon full plate armour","type":"rule","body":"Armour Value: 4+ Those warriors that can encase themselves from head to foot in plate armour layered upon mail of chain and padded undersuits are said to wear full plate, whereas some creatures are protected by skin as hard as steel and scales as tough as jewels."},"910":{"id":"common/weapon/great-weapon","path":"common/weapon/great-weapon","title":"Great Weapon","pathText":"common weapon great weapon","type":"rule","body":"Great weapons are especially large and heavy weapons wielded with both hands. This includes great hammers, great axes, two-handed swords and so forth. A blow from a great weapon can cut a foe in half and shatter the thickest armour. Great Weapon Armour Bane (1) Requires Two Hands Strike Last Armour Bane (X) Requires Two Hands Strike Last"},"911":{"id":"common/weapon/halberd","path":"common/weapon/halberd","title":"Halberd","pathText":"common weapon halberd","type":"rule","body":"The halberd is a heavy bladed weapon, mounted on a sturdy shaft. The steel blade has a point like a spear and a heavy cutting edge like an axe which, in the hands of a trained soldier, can cut through armour with alarming ease. It is held in both hands and used to chop as well as thrust. Halberd Armour Bane (1) Requires Two Hands Notes: A halberd has an AP of -2 against enemy models the wielder charged this turn. Armour Bane (X) Requires Two Hands"},"912":{"id":"common/weapon/hand-weapon","path":"common/weapon/hand-weapon","title":"Hand Weapon","pathText":"common weapon hand weapon","type":"rule","body":"Even the most poorly prepared warrior will arm themselves with a hand weapon, such as a simple sword or axe. It may even be that the model's natural weapons, such as teeth and claws, fulfil this role. Regardless of the form it takes, almost every model, even a cavalry mount, is considered to be armed with a hand weapon with the following profile: Hand Weapon - Notes: Unless specified otherwise, all models are assumed to be equipped with a hand weapon."},"913":{"id":"common/weapon/handgun","path":"common/weapon/handgun","title":"Handgun","pathText":"common weapon handgun","type":"rule","body":"A handgun is a simple firearm, consisting of a metal barrel mounted on a wooden stock. More advanced versions boast complex mechanisms of levers and springs. Others rely on a long, slow burning fuse soaked in saltpetre to ignite the powder. Handguns have a respectable range and hit very hard, making them valued weapons indeed. Handgun Armour Bane (1) Ponderous Armour Bane (X) Ponderous"},"914":{"id":"common/weapon/heavy-armour","path":"common/weapon/heavy-armour","title":"Heavy Armour","pathText":"common weapon heavy armour","type":"rule","body":"Armour Value: 5+ Some warriors own heavy coats of mail and quilted leather armour. Others are protected by thick scales that cover their skin. Heavy armour provides good allaround protection upon the field of battle."},"915":{"id":"common/weapon/javelin","path":"common/weapon/javelin","title":"Javelin","pathText":"common weapon javelin","type":"rule","body":"The javelin is a light spear designed for throwing, which is far too flimsy to be used in hand-to-hand fighting. It is not a particularly common weapon as it has a short range, but it is popular enough amongst the light troops of several races. Javelin Move & Shoot Quick Shot Move & Shoot Quick Shot"},"916":{"id":"common/weapon/lance","path":"common/weapon/lance","title":"Lance","pathText":"common weapon lance","type":"rule","body":"A lance is a long, heavy spear, wielded to devastating effect by charging cavalry. Couched under the arm of its wielder, the brutal point of a lance is driven into the foe with the full weight and momentum of the charge. Such a devastating weapon can make short work of even the toughest of enemies, which is just as well because few lances survive the first shock of impact! Lance Armour Bane (1) Notes: Models whose troop type is cavalry or monster only. A lance can only be used during a turn in which the wielder charged, and its Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn. Armour Bane (X) Cavalry Monsters"},"917":{"id":"common/weapon/light-armour","path":"common/weapon/light-armour","title":"Light Armour","pathText":"common weapon light armour","type":"rule","body":"Armour Value: 6+ Representing incomplete suits of mail, occasional plates of armour and even the thick, calloused hides of some creatures, light armour offers a degree of protection to vital areas."},"918":{"id":"common/weapon/longbow","path":"common/weapon/longbow","title":"Longbow","pathText":"common weapon longbow","type":"rule","body":"A longbow is capable of firing at an incredible range and with quite alarming power. A skilled archer can hit an enemy from a great distance, only increasing in deadliness as the range shortens. Longbow Armour Bane (1) Volley Fire Armour Bane (X) Volley Fire"},"919":{"id":"common/weapon/maximum-armour-value","path":"common/weapon/maximum-armour-value","title":"Maximum Armour Value","pathText":"common weapon maximum armour value","type":"rule","body":"'Regardless of the armour it wears or the equipment it carries, there is a limit to how well protected a model can be, with larger models proving much harder to encase in armour than their smaller counterparts. To represent this, models whose troop type is: Infantry or cavalry can never have an armour value better than 2+. Chariot, monster or war machine can never have an armour value better than 3+. Any bonuses, regardless of their source, that would improve a model's armour further have no effect. Infantry Cavalry Armour Value Chariots Monsters War Machines"},"920":{"id":"common/weapon/missile-weapons","path":"common/weapon/missile-weapons","title":"Missile Weapons","pathText":"common weapon missile weapons","type":"rule","body":"The following sections list many of the most popular types of missile weapons seen in the Warhammer world. Unusual weapons that are specific to individual races or armies are covered in the army list for that particular race."},"921":{"id":"common/weapon/more-than-one-combat-weapon","path":"common/weapon/more-than-one-combat-weapon","title":"More Than One Combat Weapon","pathText":"common weapon more than one combat weapon","type":"rule","body":"Many models carry two or more combat weapons, giving them a choice of which to use upon entering the fray: If a unit that is engaged in combat is equipped with two or more combat weapons, you must choose which weapon it will fight with when its combat is chosen during Step 1.1 of each and every Choose & Fight Combat sub-phase. The entire unit, including command, must use the same weapon (with the possible exception of units with the Motley Crew special rule). Characters can always choose separately – they are not obliged to use the same weapon as a unit they have joined. If a unit champion has the option to be equipped differently to the rest of their unit, they can choose which weapon they will use separately. Choose & Fight Combat Motley Crew"},"922":{"id":"common/weapon/more-than-one-missile-weapon","path":"common/weapon/more-than-one-missile-weapon","title":"More than One Missile Weapon","pathText":"common weapon more than one missile weapon","type":"rule","body":"As with combat weapons, some models carry two or more missile weapons: If a unit is equipped with two or more missile weapons, you must choose which it will use when it is chosen to shoot during step 1 of the Shooting phase. The entire unit, including command, must use the same weapon. Characters can always choose separately – they are not obliged to use the same weapon as a unit they have joined. If a unit champion has the option to be equipped differently to the rest of their unit, they can choose which weapon they will use separately."},"923":{"id":"common/weapon/morning-star","path":"common/weapon/morning-star","title":"Morning Star","pathText":"common weapon morning star","type":"rule","body":"A morning star is a single-handed weapon that consists of one or more spiked balls on a chain. Like the larger flail which it resembles, it is a tiring weapon and its advantage lies in the initial flurry of combat. Morning Star Armour Bane (1) Notes: A morning star’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Armour Bane (X) Armour Bane (X)"},"924":{"id":"common/weapon/no-armour","path":"common/weapon/no-armour","title":"No Armour","pathText":"common weapon no armour","type":"rule","body":"A model that wears no armour is considered to have an armour value of 7+ for the purposes of Armour Save roll modifiers and any rules that improve armour value. This represents the model's natural resilience and the protection proffered by the clothing and jewellery it wears, however little this may be. For example, if a model with no armour carries a shield, it would have an armour value of 6+."},"925":{"id":"common/weapon/pistol","path":"common/weapon/pistol","title":"Pistol","pathText":"common weapon pistol","type":"rule","body":"Pistols are smaller versions of handguns, made using similar methods. Their smaller form means that, whilst their range is reduced, they can be wielded single-handed, and their heft makes them effective clubs to be used at close quarters once their charge is spent. Pistol Armour Bane (1) Quick Shot Armour Bane (X) Quick Shot"},"926":{"id":"common/weapon/repeater-crossbow","path":"common/weapon/repeater-crossbow","title":"Repeater Crossbow","pathText":"common weapon repeater crossbow","type":"rule","body":"To address how slow crossbows are to load, some races have experimented with repeater crossbows. Sacrificing raw power for speed, the strings of repeater crossbows can be levered back quickly, ready for a fresh bolt to drop into place from a hopper mounted atop the weapon. Repeater Crossbow Armour Bane (1) Multiple Shots (2) Armour Bane (X) Multiple Shots (X)"},"927":{"id":"common/weapon/repeater-handbow","path":"common/weapon/repeater-handbow","title":"Repeater Handbow","pathText":"common weapon repeater handbow","type":"rule","body":"Based on the same principles as a repeater crossbow, a repeater handbow is a small, rapid-firing weapon. Such weapons lack strength and range, and they are prone to malfunction, but this is more than compensated for by their versatility. In fact, such is their versatility that some warriors arm themselves with a brace, enabling them to deliver a withering amount of fire. Such weapons are favoured by assassins for their discreet size and almost silent operation. Repeater Handbow Multiple Shots (2) Quick Shot Multiple Shots (X) Quick Shot"},"928":{"id":"common/weapon/repeater-handgun","path":"common/weapon/repeater-handgun","title":"Repeater Handgun","pathText":"common weapon repeater handgun","type":"rule","body":"Some believe that more is better, and what could be better than a multi-barrelled gun? A repeater gun consists of several barrels welded together. They look splendid, but are time consuming to load. Repeater Handgun Armour Bane (1) Multiple Shots (3) Ponderous Armour Bane (X) Multiple Shots (X) Ponderous"},"929":{"id":"common/weapon/repeater-pistol","path":"common/weapon/repeater-pistol","title":"Repeater Pistol","pathText":"common weapon repeater pistol","type":"rule","body":"Repeater Pistol Armour Bane (1) Multiple Shots (3) Quick Shot Armour Bane (X) Multiple Shots (X) Quick Shot"},"930":{"id":"common/weapon/shield","path":"common/weapon/shield","title":"Shield","pathText":"common weapon shield","type":"rule","body":"A shield may be a simple wooden board, or it may be an ornate and finely decorated thing – layers of wood, leather and resin trimmed and faced with beaten metal and finished with carefully painted symbols and heraldry. Whatever form it takes, shields are carried by warriors of all races. A model that carries a shield improves its armour value by 1. For example, a model equipped with light armour has an armour value of 6+. Should that model also carry a shield, its armour value would be improved by 1 by lowering the target number from 6+ to 5+. Note that if a model uses a weapon that has the Requires Two Hands special rule in combat, it cannot also use a shield. Armour Value"},"931":{"id":"common/weapon/shortbow","path":"common/weapon/shortbow","title":"Shortbow","pathText":"common weapon shortbow","type":"rule","body":"Small, short-ranged bows are favoured by light troops, cavalry and Goblins (who are too short to use a longbow). A skilled archer can load, draw and loose a shortbow without breaking stride, thanks to its compact design. Shortbow Quick Shot Volley Fire Quick Shot Volley Fire"},"932":{"id":"common/weapon/sling","path":"common/weapon/sling","title":"Sling","pathText":"common weapon sling","type":"rule","body":"Not truly a throwing weapon, slings consist of a looped string of cloth or leather into which a stone is placed and then launched with surprising strength and accuracy. The sling itself greatly increases how far a stone can be thrown, and with how much force. Skilled users can launch rapid volleys of shots with barely a break in their stride. Sling Multiple Shots (2) Multiple Shots (X)"},"933":{"id":"common/weapon/spears","path":"common/weapon/spears","title":"Spears","pathText":"common weapon spears","type":"rule","body":"Often called the king of weapons, spears are the most diverse type of weapon found in the Warhammer world. From long, elegant, thrusting spears favoured by serried ranks of infantry, to short, heavy, throwing spears preferred by hunters and skirmishers."},"934":{"id":"common/weapon/throwing-axe","path":"common/weapon/throwing-axe","title":"Throwing Axe","pathText":"common weapon throwing axe","type":"rule","body":"Throwing axes are keenly balanced weapons that can be thrown accurately despite their weight. Despite this, even the strongest warrior cannot throw such a hefty weapon very far. Yet if a throwing axe hits its target, the effect can be quite devastating. Throwing Axe Quick Shot Quick Shot"},"935":{"id":"common/weapon/throwing-spear","path":"common/weapon/throwing-spear","title":"Throwing Spear","pathText":"common weapon throwing spear","type":"rule","body":"Short, heavy throwing spears are weapons favoured by hunters, be they on foot or mounted. In battle, they can be hurled over the heads of the front rank by those behind as their wielders charge, often to devastating effect, cutting down many foes before sword blades meet Throwing Spear Fight In Extra Rank Notes: A throwing spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. Fight in Extra Rank"},"936":{"id":"common/weapon/throwing-weapons","path":"common/weapon/throwing-weapons","title":"Throwing Weapons","pathText":"common weapon throwing weapons","type":"rule","body":"Throwing weapons, such as stars and knives, are small, easily concealed weapons and, consequently, they are favoured by assassins and lightly armed infiltrators. Despite being short ranged, such weapons can be used at a run. Throwing Weapon Move & Shoot Multiple Shots (2) Quick Shot Move & Shoot Multiple Shots (X) Quick Shot"},"937":{"id":"common/weapon/thrown-weapons","path":"common/weapon/thrown-weapons","title":"Thrown Weapons","pathText":"common weapon thrown weapons","type":"rule","body":"The most simple type of missile weapon is one that is thrown at the enemy. Yet for how simple such weapons are in principle, great variety and ingenuity can be seen in their design. Some are light, enabling the user to throw them a considerable distance; others are heavy, intended to hit with huge impact. Still others employ a secondary lever, enhancing the strength of the wielder's arm."},"938":{"id":"common/weapon/thrusting-spear","path":"common/weapon/thrusting-spear","title":"Thrusting Spear","pathText":"common weapon thrusting spear","type":"rule","body":"The favoured weapon of massed infantry regiments. Although too long to be used effectively on the charge, thrusting spears are the ideal defensive weapon. Their length enables their wielders to fight in multiple ranks whilst keeping the enemy at a (comparatively) safe distance and robbing them of their impetus, forcing them to battle past jabbing spear tips to close the distance. Thrusting Spear Fight In Extra Rank Notes: Models whose troop type is infantry only. A model wielding a thrusting spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding a thrusting spear gains a +1 modifier to its Initiative against the charging unit(s). Fight in Extra Rank Infantry"},"939":{"id":"common/weapon/two-hand-weapons-additional-hand-weapon","path":"common/weapon/two-hand-weapons-additional-hand-weapon","title":"Two Hand Weapons/Additional Hand Weapon","pathText":"common weapon two hand weapons additional hand weapon","type":"rule","body":"Not content with a single hand weapon, some warriors carry two – one in each hand – the better to rain blows down upon their foes. Two Hand Weapons/Additional Hand Weapon Extra Attacks (+1) Requires Two Hands Extra Attacks (+X) Requires Two Hands"},"940":{"id":"common/weapon/unusual-armour","path":"common/weapon/unusual-armour","title":"Unusual Armour","pathText":"common weapon unusual armour","type":"rule","body":"In addition to the armour types listed here, many armies have access to unique materials or spell craft which can enhance their armour still further. This is usually represented by an army special rule which represents these types of armour."},"941":{"id":"common/weapon/warbow","path":"common/weapon/warbow","title":"Warbow","pathText":"common weapon warbow","type":"rule","body":"The most commonly seen type of bow can best be described as a 'warbow'. Often made from composite materials and cunningly recurved, a warbow is designed to transfer the strength of the archer directly into every shot. Warbow Volley Fire Volley Fire"},"942":{"id":"common/weapon/weapon-profiles","path":"common/weapon/weapon-profiles","title":"Weapon Profiles","pathText":"common weapon weapon profiles","type":"rule","body":"Just like the models that carry them, all weapons have a profile. This includes the weapon's characteristics and lists any special rules it has: Flail Armour Bane (1) Requires Two Hands Notes: A flail's Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Range (R) All weapons have a Range characteristic, telling you at what distance the weapon can be used: If the weapon's Range is 'Combat', the weapon can only be used in combat, against enemies the wielder is engaged with. If the weapon's Range is a number of inches, the weapon is a missile weapon, used to shoot at the enemy. The number given indicates the weapon's maximum range. If the weapon has two Range characteristics, both shown as a number of inches, the first is its minimum range, the second its maximum. For example, a stone thrower has a Range of 12-60\", meaning it can only shoot at things which lie between 12\" and 60\" away. Anything less than 12\" away is too close. Strength (S) The weapon's Strength is used when making rolls To Wound against the enemy. For missile weapons, this is shown as a simple numerical value. For combat weapons this may be shown as 'S', indicating that the Strength of the wielder is used, or as 'S' with a modifier (for example, 'S+2'), meaning the Strength of the wielder is used but with a modifier applied. Armour Piercing (AP) This shows how good the weapon is at punching through armour. This is always a negative modifier, which is applied to the dice rolled when making an Armour Save roll. Special Rules Many weapons confer a universal special rule to attacks made by their wielder. Notes Some weapons have notes specifying when they can be used (such as during a turn in which the wielder charged), when their modifiers apply (such as only during the first round of combat), or what type of model can wield them (such as 'models whose troop type is 'cavalry' only'). In addition, some weapons have their own unique rules. Such notes and any unique rules are contained here. Armour Bane (X) Requires Two Hands Armour Bane (X) Special Rules"},"943":{"id":"common/weapon/weapons-of-war","path":"common/weapon/weapons-of-war","title":"Weapons of War","pathText":"common weapon weapons of war","type":"rule","body":"Across the grim and dangerous Old World and beyond, warriors employ many different types of weapons against a multitude of foes. From the well-wrought axes of the Dwarfs to the less-sophisticated choppas of the Orcs, every race has its favoured weapons. It is usual for all the models in a unit to carry the same weapons. It is acceptable for models belonging to the command group to be differently armed for the sake of identification."},"944":{"id":"common/weapon/whip","path":"common/weapon/whip","title":"Whip","pathText":"common weapon whip","type":"rule","body":"Consisting of one or more long lengths of braided leather fitted to a stout handle, in the hands of a skilled user a whip can cause terrible injuries. When sharpened blades and hooked spikes are added, it can inflict truly devastating, often fatal, injuries. Whip Fight In Extra Rank Strike First Fight in Extra Rank Strike First"},"945":{"id":"common/weapon/wizards-and-armour-weapons","path":"common/weapon/wizards-and-armour-weapons","title":"Wizards & Armour (Weapons)","pathText":"common weapon wizards and armour weapons","type":"rule","body":"Wizards cannot wear armour. Should a Wizard ever do so, they would be unable to make any Casting or Dispel rolls. This penalty applies to all armour and shields, magical or otherwise, but does not include barding (which is worn not by the Wizard, but by their mount)."},"946":{"id":"daemons-of-chaos/armylist/legacy","path":"daemons-of-chaos/armylist/legacy","title":"Daemons of Chaos Legacy Army List","pathText":"daemons of chaos armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Daemons of Chaos. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Greater Daemon (of Khorne, Nurgle, Slaanesh or Tzeentch) 0-1 Daemonic Herald of Khorne, Nurgle, Slaanesh or Tzeentch per unit with the same Daemonic Alignment 0-1 Daemon Prince per 1,000 points Core At least 25% of your army's points value must be spent on: If your General is a: Daemon of Khorne, Bloodletters and Flesh Hounds may be taken as Core choices Daemon of Nurgle, Plaguebearers and Nurglings may be taken as Core choices Daemon of Slaanesh, Daemonettes and Seekers may be taken as Core choices Daemon of Tzeentch, Pink Horrors, Blue Horrors and Brimstone Horrors may be taken as Core choices Chaos Furies Special Up to 50% of your army's points value may be spent on: Bloodletters, Flesh Hounds, Plaguebearers, Nurglings, Daemonettes, Seekers, Pink Horrors, Blue Horrors and Brimstone Horrors If your General is a: Daemon of Khorne, Bloodcrushers may be taken as Special choices Daemon of Nurgle, Beasts of Nurgle and Plague Drones may be taken as Special choices Daemon of Slaanesh, Fiends, Hellflayers and Seeker Chariots may be taken as Special choices Daemon of Tzeentch, Flamers and Screamers may be taken as Special choices Rare Up to 25% of your army's points value may be spent on: Bloodcrushers, Beasts of Nurgle, Plague Drones, Fiends, Hellflayers, Seeker Chariots, Flamers, Screamers, Burning Chariots and Soul Grinders 0-1 Skull Cannon of Khorne per 1,000 points Battle Standard Bearer A single Daemonic Herald in your army may be upgraded to be your Daemonic Locus for +25 points. A Daemonic Herald that has been upgraded to be your Daemonic Locus gains the Daemonic Locus special rule. In addition to their usual allowance of points to spend on Daemonic Gifts, a Daemonic Locus can purchase a single Daemonic Icon with no points limit. Forming Units Warhammer Armies Bloodthirster Great Unclean One Keeper of Secrets Lord of Change Daemonic Herald of Khorne Daemonic Herald of Nurgle Daemonic Herald of Slaanesh Daemonic Herald of Tzeentch Daemonic Alignment Daemon Prince (Daemons of Chaos) Daemon of Khorne Bloodletters of Khorne Flesh Hounds of Khorne Daemon of Nurgle Plaguebearers of Nurgle Nurglings Daemon of Slaanesh Daemonettes of Slaanesh Seekers of Slaanesh Daemon of Tzeentch Pink Horrors of Tzeentch Blue Horrors of Tzeentch Brimstone Horrors of Tzeentch Chaos Furies Bloodletters of Khorne Flesh Hounds of Khorne Plaguebearers of Nurgle Nurglings Daemonettes of Slaanesh Seekers of Slaanesh Pink Horrors of Tzeentch Blue Horrors of Tzeentch Brimstone Horrors of Tzeentch Daemon of Khorne Bloodcrushers of Khorne Daemon of Nurgle Beasts of Nurgle Plague Drones of Nurgle Daemon of Slaanesh Fiends of Slaanesh Hellflayer of Slaanesh Seeker Chariot of Slaanesh Daemon of Tzeentch Flamers of Tzeentch Screamers of Tzeentch Bloodcrushers of Khorne Beasts of Nurgle Plague Drones of Nurgle Fiends of Slaanesh Hellflayer of Slaanesh Seeker Chariot of Slaanesh Flamers of Tzeentch Screamers of Tzeentch Burning Chariot of Tzeentch Soul Grinder Skull Cannon of Khorne Daemonic Locus"},"947":{"id":"daemons-of-chaos/armylist/renegade-draft-1.5.2.1","path":"daemons-of-chaos/armylist/renegade-draft-1.5.2.1","title":"Daemons of Chaos Renegade Army List","pathText":"daemons of chaos armylist renegade draft 1.5.2.1","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Greater Daemon (of Khorne, Nurgle, Slaanesh or Tzeentch) per 1,000 points and per unit with the same Daemonic Alignment. 0-1 Daemonic Herald of Khorne, Nurgle, Slaanesh or Tzeentch per unit with the same Daemonic Alignment 0-1 Daemon Prince per 1,000 points Core At least 25% of your army’s points value must be spent on: If your General is a \"Daemon of X\" the following may be taken as core: Bloodletters, Plaguebearers, Daemonettes, Pink Horrors, Chaos Furies Khorne: Flesh Hounds Nurgle: Nurglings Slaanesh: Seekers Tzeentch: Blue Horrors and Brimstone Horrors Special Up to 50% of your army’s points value may be spent on: If your General is a \"Daemon of X\" 0-1 of the following may be taken in Special: Flesh Hounds, Bloodcrushers Nurglings, Beasts of Nurgle Seekers of Slaanesh, Fiends of Slaanesh, Seeker Chariot of Slaanesh Blue Horrors, Brimstone Horrors, Screamers of Tzeentch, Flamers of Tzeentch Khorne: Soul Grinder (Daemon of Khorne Only) Nurgle: Plague Drones Slaanesh: Hellflayers Tzeentch: Burning Chariots Rare Up to 25% of your army’s points value may be spent on: 0-1 Skull Cannon of Khorne per 1,000 points Plague Drones Hellflayers Burning Chariots Soul Grinders Battle Standard Bearer A single Daemonic Herald in your army may be upgraded to be your Battle Standard for +25 points. A Daemonic Herald that has been upgraded to be your Battle Standard replaces the “Hold your Ground” rule with the ‘Daemonic Locus’ special rule. In addition to their usual allowance of points to spend on Daemonic Gifts, a Daemonic Locus can purchase a single Daemonic Icon with no points limit. Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Daemons of Chaos Allies In addition to the Allies listed in Ravening Hordes, armies made using the Beastmen Brayherds, or Warriors of Chaos Grand Army compositions may include an Allied Contingent drawn from the Daemons of Chaos Legacy Army composition list Beastmen Brayherds Dark Elves Chaos Dwarfs Warriors of Chaos Skaven (Suspicious)"},"948":{"id":"daemons-of-chaos/faction","path":"daemons-of-chaos/faction","title":"Daemons of Chaos","pathText":"daemons of chaos faction","type":"army","body":"Rules Special Rules Daemonic Charge Gorefeast Totem of Endless Bloodletting Brazen Wheels Attention Seeker Slime Trail Scintillating Sorcery Slashing Attack Chaos Armour (Daemons of Chaos) Plague Proboscis Soporific Musk Daemonic Daemonic Instability Daemonic Locus Infernal Favour (X) Daemonic Alignment Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Cleaving Blow Daemon of Tzeentch Weapons of War Bloodflail Great Axe Lash of Khorne Brass Bound Hooves Cannon of Khorne Venomous Tail Bilesword Plagueflail Writhing Tentacles (Daemons of Chaos) Venom Sting Impaling Claws Tzeentchian Wand Warpflame Ensorcelled Weapon Daemonic Talons Iron Claw Harvester Cannon Baleful Torrent Warp Gaze Hellblade Plaguesword Death's Heads Piercing Claws Flames of Tzeentch Lamprey's Bite Warhammer Armies Daemons of Chaos Legacy Army List The Lores of Magic Lore of Daemons Magic Items (and Abilities) Daemonic Gifts & Icons Chaotic Gifts Chaotic Icons Gifts of Khorne Icons of Khorne Gifts of Nurgle Icons of Nurgle Gifts of Slaanesh Icons of Slaanesh Gifts of Tzeentch Icons of Tzeentch Units Character Bloodthirster Daemon Prince (Daemons of Chaos) Daemonic Herald of Khorne Daemonic Herald of Nurgle Daemonic Herald of Slaanesh Daemonic Herald of Tzeentch Great Unclean One Keeper of Secrets Lord of Change Mount Disc of Tzeentch Juggernaut of Khorne Palanquin of Nurgle Steed of Slaanesh Infantry Beasts of Nurgle Bloodletters of Khorne Blue Horrors of Tzeentch Brimstone Horrors of Tzeentch Chaos Furies Daemonettes of Slaanesh Flamers of Tzeentch Nurglings Pink Horrors of Tzeentch Plaguebearers of Nurgle Cavalry Bloodcrushers of Khorne Fiends of Slaanesh Flesh Hounds of Khorne Plague Drones of Nurgle Screamers of Tzeentch Seekers of Slaanesh Chariot Blood Throne of Khorne Burning Chariot of Tzeentch Chariot of Tzeentch Exalted Seeker Chariot of Slaanesh Hellflayer of Slaanesh Seeker Chariot of Slaanesh Skull Cannon of Khorne Monster Soul Grinder Daemonic Charge Gorefeast Totem of Endless Bloodletting Brazen Wheels Attention Seeker Slime Trail Scintillating Sorcery Slashing Attack Chaos Armour (Daemons of Chaos) Plague Proboscis Soporific Musk* Daemonic Daemonic Instability Daemonic Locus Infernal Favour (X) Daemonic Alignment Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Cleaving Blow Daemon of Tzeentch Bloodflail Great Axe Lash of Khorne Brass Bound Hooves Cannon of Khorne Venomous Tail Bilesword Plagueflail Writhing Tentacles (Daemons of Chaos) Venom Sting Impaling Claws Tzeentchian Wand Warpflame Ensorcelled Weapon Daemonic Talons Iron Claw Harvester Cannon Baleful Torrent Warp Gaze Hellblade Plaguesword Death's Heads Piercing Claws Flames of Tzeentch Lamprey's Bite Daemons of Chaos Legacy Army List Lore of Daemons Daemonic Gifts & Icons Chaotic Gifts Chaotic Icons Gifts of Khorne Icons of Khorne Gifts of Nurgle Icons of Nurgle Gifts of Slaanesh Icons of Slaanesh Gifts of Tzeentch Icons of Tzeentch Bloodthirster Daemon Prince (Daemons of Chaos) Daemonic Herald of Khorne Daemonic Herald of Nurgle Daemonic Herald of Slaanesh Daemonic Herald of Tzeentch Great Unclean One Keeper of Secrets Lord of Change Disc of Tzeentch Juggernaut of Khorne Palanquin of Nurgle Steed of Slaanesh Beasts of Nurgle Bloodletters of Khorne Blue Horrors of Tzeentch Brimstone Horrors of Tzeentch Chaos Furies Daemonettes of Slaanesh Flamers of Tzeentch Nurglings Pink Horrors of Tzeentch Plaguebearers of Nurgle Bloodcrushers of Khorne Fiends of Slaanesh Flesh Hounds of Khorne Plague Drones of Nurgle Screamers of Tzeentch Seekers of Slaanesh Blood Throne of Khorne Burning Chariot of Tzeentch Chariot of Tzeentch Exalted Seeker Chariot of Slaanesh Hellflayer of Slaanesh Seeker Chariot of Slaanesh Skull Cannon of Khorne Soul Grinder"},"949":{"id":"daemons-of-chaos/magic-item-list/chaotic-gifts","path":"daemons-of-chaos/magic-item-list/chaotic-gifts","title":"Chaotic Gifts","pathText":"daemons of chaos magic item list chaotic gifts","type":"rule","body":"The following Daemonic Gifts can be purchased by any Daemon, regardless of their Daemonic Alignment: Chaotic Gifts Daemonic Robes Many Arms* Winged Horror Æther Blade Daemonic Robes Many Arms* Winged Horror Æther Blade"},"950":{"id":"daemons-of-chaos/magic-item-list/chaotic-icons","path":"daemons-of-chaos/magic-item-list/chaotic-icons","title":"Chaotic Icons","pathText":"daemons of chaos magic item list chaotic icons","type":"rule","body":"The following Daemonic Icons can be purchased by any Daemon, regardless of their Daemonic Alignment: Chaotic Icons Banner of Unholy Victory Standard of Chaotic Glory Totem of Eternal War Banner of Unholy Victory Standard of Chaotic Glory Totem of Eternal War"},"951":{"id":"daemons-of-chaos/magic-item-list/daemonic-gifts-and-icons","path":"daemons-of-chaos/magic-item-list/daemonic-gifts-and-icons","title":"Daemonic Gifts & Icons","pathText":"daemons of chaos magic item list daemonic gifts and icons","type":"rule","body":"These sections detail Daemonic Gifts and Icons – unique magic items which can be purchased only by models within a Daemons of Chaos army. These work like Common magic items, as described in the Warhammer: the Old World rulebook, however, models within a Daemons of Chaos army cannot purchase Common magic items. Daemonic Gifts do not affect a model's mount (should it have one). Some units have the option to carry Daemonic Icons. To do so, the unit must include a standard bearer. The only character that can carry a Daemonic Icon is your army's Daemonic Locus who, in addition to their usual allowance of points to spend on Daemonic Gifts, can purchase a single Daemonic Icon with no points limit."},"952":{"id":"daemons-of-chaos/magic-item-list/daemons-of-chaos-renegade-draft-1.5.2.1","path":"daemons-of-chaos/magic-item-list/daemons-of-chaos-renegade-draft-1.5.2.1","title":"Daemons of Chaos Renegade Magic Items","pathText":"daemons of chaos magic item list daemons of chaos renegade draft 1.5.2.1","type":"rule","body":"Æther Blade Winged Horror Daemonic Robes Many Arms* Chromatic Tome* Exalted Locus Banner Of Unholy Victory Totem Of Eternal War Standard Of Chaotic Glory Spell Eater Armour Of Khorne Axe Of Khorne* Might Of Khorne Collar Of Khorne* Skull Totem Great Standard Of Sundering Icon Of Endless War Nurgling Infestation Sloppity Bilepiper Spoilpox Scrivener Stream Of Contagion* Trappings Of Nurgle Icon Of Eternal Virulence Standard Of Seeping Decay Rotten Icon Infernal Enrapturess Allure Of Slaanesh Siren Song Soporific Musk* Enrapturing Gaze* Banner Of Acquiescence Rapturous Standard Icon of the Eternal Dance Siren Standard Staff Of Change Will Of Tzeentch Power Vortex Iridescent Corona Twin Heads Banner Of Discord Banner Of Change Icon Of Sorcery* Æther Blade Winged Horror Daemonic Robes Many Arms* Chromatic Tome* Exalted Locus Banner Of Unholy Victory Totem Of Eternal War Standard Of Chaotic Glory Spell Eater Armour Of Khorne Axe Of Khorne* Might Of Khorne Collar Of Khorne* Skull Totem Great Standard Of Sundering Icon Of Endless War Nurgling Infestation Sloppity Bilepiper Spoilpox Scrivener Stream Of Contagion* Trappings Of Nurgle Icon Of Eternal Virulence Standard Of Seeping Decay Rotten Icon Infernal Enrapturess Allure Of Slaanesh Siren Song Soporific Musk* Enrapturing Gaze* Banner Of Acquiescence Rapturous Standard Icon of the Eternal Dance Siren Standard Staff Of Change Will Of Tzeentch Power Vortex Iridescent Corona Twin Heads Banner Of Discord Banner Of Change Icon Of Sorcery*"},"953":{"id":"daemons-of-chaos/magic-item-list/gifts-of-khorne","path":"daemons-of-chaos/magic-item-list/gifts-of-khorne","title":"Gifts of Khorne","pathText":"daemons of chaos magic item list gifts of khorne","type":"rule","body":"The following Daemonic Gifts can only be purchased by Daemons of Khorne: Gifts of Khorne Armour of Khorne Axe of Khorne* Collar of Khorne* Might of Khorne Spell Eater Armour of Khorne Axe of Khorne* Collar of Khorne* Might of Khorne Spell Eater"},"954":{"id":"daemons-of-chaos/magic-item-list/gifts-of-nurgle","path":"daemons-of-chaos/magic-item-list/gifts-of-nurgle","title":"Gifts of Nurgle","pathText":"daemons of chaos magic item list gifts of nurgle","type":"rule","body":"The following Daemonic Gifts can only be purchased by Daemons of Nurgle: Gifts of Nurgle Nurgling Infestation Sloppity Bilepiper Spoilpox Scrivener Stream of Contagion* Trappings of Nurgle Nurgling Infestation Sloppity Bilepiper Spoilpox Scrivener Stream of Contagion* Trappings of Nurgle"},"955":{"id":"daemons-of-chaos/magic-item-list/gifts-of-slaanesh","path":"daemons-of-chaos/magic-item-list/gifts-of-slaanesh","title":"Gifts of Slaanesh","pathText":"daemons of chaos magic item list gifts of slaanesh","type":"rule","body":"The following Daemonic Gifts can only be purchased by Daemons of Slaanesh: Gifts of Slaanesh Allure of Slaanesh Enrapturing Gaze* Infernal Enrapturess Siren Song Soporific Musk* Allure of Slaanesh Enrapturing Gaze* Infernal Enrapturess Siren Song Soporific Musk*"},"956":{"id":"daemons-of-chaos/magic-item-list/gifts-of-tzeentch","path":"daemons-of-chaos/magic-item-list/gifts-of-tzeentch","title":"Gifts of Tzeentch","pathText":"daemons of chaos magic item list gifts of tzeentch","type":"rule","body":"The following Daemonic Gifts can only be purchased by Daemons of Tzeentch: Gifts of Tzeentch Iridescent Corona* Power Vortex Staff of Change Twin Heads Will of Tzeentch Iridescent Corona* Power Vortex Staff of Change Twin Heads Will of Tzeentch"},"957":{"id":"daemons-of-chaos/magic-item-list/icons-of-khorne","path":"daemons-of-chaos/magic-item-list/icons-of-khorne","title":"Icons of Khorne","pathText":"daemons of chaos magic item list icons of khorne","type":"rule","body":"The following Daemonic Icons can only be purchased by Daemons of Khorne: Icons of Khorne Great Standard of Sundering Icon of Endless War Skull Totem Great Standard of Sundering Icon of Endless War Skull Totem"},"958":{"id":"daemons-of-chaos/magic-item-list/icons-of-nurgle","path":"daemons-of-chaos/magic-item-list/icons-of-nurgle","title":"Icons of Nurgle","pathText":"daemons of chaos magic item list icons of nurgle","type":"rule","body":"The following Daemonic Icons can only be purchased by Daemons of Nurgle: Icons of Nurgle Icon of Eternal Virulence Rotten Icon Standard of Seeping Decay Icon of Eternal Virulence Rotten Icon Standard of Seeping Decay"},"959":{"id":"daemons-of-chaos/magic-item-list/icons-of-slaanesh","path":"daemons-of-chaos/magic-item-list/icons-of-slaanesh","title":"Icons of Slaanesh","pathText":"daemons of chaos magic item list icons of slaanesh","type":"rule","body":"The following Daemonic Icons can only be purchased by Daemons of Slaanesh: Icons of Slaanesh Banner of Acquiescence Rapturous Standard Siren Standard Banner of Acquiescence Rapturous Standard Siren Standard"},"960":{"id":"daemons-of-chaos/magic-item-list/icons-of-tzeentch","path":"daemons-of-chaos/magic-item-list/icons-of-tzeentch","title":"Icons of Tzeentch","pathText":"daemons of chaos magic item list icons of tzeentch","type":"rule","body":"The following Daemonic Icons can only be purchased by Daemons of Tzeentch: Icons of Tzeentch Banner of Change Banner of Discord Icon of Sorcery* Banner of Change Banner of Discord Icon of Sorcery*"},"961":{"id":"daemons-of-chaos/magic-item/aether-blade","path":"daemons-of-chaos/magic-item/aether-blade","title":"Æther Blade","pathText":"daemons of chaos magic item aether blade","type":"magic-item","body":"The Daemon's weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath. No armour saves are permitted against wounds caused by this Daemon's hand weapon (Ward and Regeneration saves can be attempted as normal). Make Armour Saves (Combat) Hand Weapon Ward Saves Regeneration (X+)"},"962":{"id":"daemons-of-chaos/magic-item/aether-blade-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/aether-blade-draft-1.5.2.1","title":"Æther Blade","pathText":"daemons of chaos magic item aether blade draft 1.5.2.1","type":"magic-item","body":"No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal)."},"963":{"id":"daemons-of-chaos/magic-item/allure-of-slaanesh","path":"daemons-of-chaos/magic-item/allure-of-slaanesh","title":"Allure of Slaanesh","pathText":"daemons of chaos magic item allure of slaanesh","type":"magic-item","body":"The Daemon is possessed of a peculiarly captivating and disarming visage. Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit. The Combat Phase"},"964":{"id":"daemons-of-chaos/magic-item/allure-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/allure-of-slaanesh-draft-1.5.2.1","title":"Allure Of Slaanesh","pathText":"daemons of chaos magic item allure of slaanesh draft 1.5.2.1","type":"magic-item","body":"Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit."},"965":{"id":"daemons-of-chaos/magic-item/armour-of-khorne","path":"daemons-of-chaos/magic-item/armour-of-khorne","title":"Armour of Khorne","pathText":"daemons of chaos magic item armour of khorne","type":"magic-item","body":"Clad in rune-laden armour, the Daemon's hide is all but immune to the blows of mere mortals. The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered. Heavy Armour Ward Saves"},"966":{"id":"daemons-of-chaos/magic-item/armour-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/armour-of-khorne-draft-1.5.2.1","title":"Armour Of Khorne","pathText":"daemons of chaos magic item armour of khorne draft 1.5.2.1","type":"magic-item","body":"The Armour of Khorne gives its wearer an armour value of 3+, which cannot be improved in any way."},"967":{"id":"daemons-of-chaos/magic-item/axe-of-khorne","path":"daemons-of-chaos/magic-item/axe-of-khorne","title":"Axe of Khorne*","pathText":"daemons of chaos magic item axe of khorne","type":"magic-item","body":"Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals. Axe of Khorne Killing Blow Magical Attacks Requires Two Hands Killing Blow Magical Attacks Requires Two Hands"},"968":{"id":"daemons-of-chaos/magic-item/axe-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/axe-of-khorne-draft-1.5.2.1","title":"Axe Of Khorne*","pathText":"daemons of chaos magic item axe of khorne draft 1.5.2.1","type":"magic-item","body":"Axe Of Khorne Killing Blow Requires Two Hands Killing Blow Requires Two Hands"},"969":{"id":"daemons-of-chaos/magic-item/banner-of-acquiescence","path":"daemons-of-chaos/magic-item/banner-of-acquiescence","title":"Banner of Acquiescence","pathText":"daemons of chaos magic item banner of acquiescence","type":"magic-item","body":"Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe. A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1)."},"970":{"id":"daemons-of-chaos/magic-item/banner-of-acquiescence-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/banner-of-acquiescence-draft-1.5.2.1","title":"Banner Of Acquiescence","pathText":"daemons of chaos magic item banner of acquiescence draft 1.5.2.1","type":"magic-item","body":"A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1)."},"971":{"id":"daemons-of-chaos/magic-item/banner-of-change","path":"daemons-of-chaos/magic-item/banner-of-change","title":"Banner of Change","pathText":"daemons of chaos magic item banner of change","type":"magic-item","body":"So saturated is this banner with the power of change that it distorts and mutates everything around it. At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -. The Combat Phase Armour Piercing"},"972":{"id":"daemons-of-chaos/magic-item/banner-of-change-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/banner-of-change-draft-1.5.2.1","title":"Banner Of Change","pathText":"daemons of chaos magic item banner of change draft 1.5.2.1","type":"magic-item","body":"At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -."},"973":{"id":"daemons-of-chaos/magic-item/banner-of-discord","path":"daemons-of-chaos/magic-item/banner-of-discord","title":"Banner of Discord","pathText":"daemons of chaos magic item banner of discord","type":"magic-item","body":"The air around this warped banner shimmers with the explosive unbinding of enemy spells. A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6\" of the model carrying this standard gain the Magic Resistance (-1) special rule. Magic Resistance (-X)"},"974":{"id":"daemons-of-chaos/magic-item/banner-of-discord-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/banner-of-discord-draft-1.5.2.1","title":"Banner Of Discord","pathText":"daemons of chaos magic item banner of discord draft 1.5.2.1","type":"magic-item","body":"A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6\" of the model carrying this standard gain the Magic Resistance (-1) special rule."},"975":{"id":"daemons-of-chaos/magic-item/banner-of-unholy-victory","path":"daemons-of-chaos/magic-item/banner-of-unholy-victory","title":"Banner of Unholy Victory","pathText":"daemons of chaos magic item banner of unholy victory","type":"magic-item","body":"Scenes from a million battles fill the minds of those that gaze upon this banner. When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points. Calculate Combat Result"},"976":{"id":"daemons-of-chaos/magic-item/banner-of-unholy-victory-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/banner-of-unholy-victory-draft-1.5.2.1","title":"Banner Of Unholy Victory","pathText":"daemons of chaos magic item banner of unholy victory draft 1.5.2.1","type":"magic-item","body":"When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points."},"977":{"id":"daemons-of-chaos/magic-item/chromatic-tome-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/chromatic-tome-draft-1.5.2.1","title":"Chromatic Tome*","pathText":"daemons of chaos magic item chromatic tome draft 1.5.2.1","type":"magic-item","body":"0-1 per Wizard. The owner of a Chromatic Tome knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level."},"978":{"id":"daemons-of-chaos/magic-item/collar-of-khorne","path":"daemons-of-chaos/magic-item/collar-of-khorne","title":"Collar of Khorne*","pathText":"daemons of chaos magic item collar of khorne","type":"magic-item","body":"The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics. The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3). Magic Resistance (-X)"},"979":{"id":"daemons-of-chaos/magic-item/collar-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/collar-of-khorne-draft-1.5.2.1","title":"Collar Of Khorne*","pathText":"daemons of chaos magic item collar of khorne draft 1.5.2.1","type":"magic-item","body":"The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3)."},"980":{"id":"daemons-of-chaos/magic-item/daemonic-robes","path":"daemons-of-chaos/magic-item/daemonic-robes","title":"Daemonic Robes","pathText":"daemons of chaos magic item daemonic robes","type":"magic-item","body":"The Daemon is clad in shimmering robes that deflect the fury of incoming blows. This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack."},"981":{"id":"daemons-of-chaos/magic-item/daemonic-robes-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/daemonic-robes-draft-1.5.2.1","title":"Daemonic Robes","pathText":"daemons of chaos magic item daemonic robes draft 1.5.2.1","type":"magic-item","body":"This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack."},"982":{"id":"daemons-of-chaos/magic-item/enrapturing-gaze","path":"daemons-of-chaos/magic-item/enrapturing-gaze","title":"Enrapturing Gaze*","pathText":"daemons of chaos magic item enrapturing gaze","type":"magic-item","body":"The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it. Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General. Inspiring Presence The General (Characters)"},"983":{"id":"daemons-of-chaos/magic-item/enrapturing-gaze-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/enrapturing-gaze-draft-1.5.2.1","title":"Enrapturing Gaze*","pathText":"daemons of chaos magic item enrapturing gaze draft 1.5.2.1","type":"magic-item","body":"Enemy units engaged in combat with this model cannot use the Inspiring Presence special rule of their General."},"984":{"id":"daemons-of-chaos/magic-item/exalted-locus-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/exalted-locus-draft-1.5.2.1","title":"Exalted Locus","pathText":"daemons of chaos magic item exalted locus draft 1.5.2.1","type":"magic-item","body":"Daemonic Locus only. The Herald’s Special Rule (Locus of Wrath, Locus of Fecundity, Locus of Swiftness, or Locus of Change) affects all friendly units in Command range with the same Daemonic Alignment."},"985":{"id":"daemons-of-chaos/magic-item/great-standard-of-sundering","path":"daemons-of-chaos/magic-item/great-standard-of-sundering","title":"Great Standard of Sundering","pathText":"daemons of chaos magic item great standard of sundering","type":"magic-item","body":"Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic. Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes. Casting Roll, Casting Result & Casting Value"},"986":{"id":"daemons-of-chaos/magic-item/great-standard-of-sundering-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/great-standard-of-sundering-draft-1.5.2.1","title":"Great Standard Of Sundering","pathText":"daemons of chaos magic item great standard of sundering draft 1.5.2.1","type":"magic-item","body":"Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes."},"987":{"id":"daemons-of-chaos/magic-item/icon-of-endless-war","path":"daemons-of-chaos/magic-item/icon-of-endless-war","title":"Icon of Endless War","pathText":"daemons of chaos magic item icon of endless war","type":"magic-item","body":"This brass standard constantly drips blood, the smell of which drives all of Khorne's followers mad with battle-lust. When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll. The Charge Move"},"988":{"id":"daemons-of-chaos/magic-item/icon-of-endless-war-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/icon-of-endless-war-draft-1.5.2.1","title":"Icon Of Endless War","pathText":"daemons of chaos magic item icon of endless war draft 1.5.2.1","type":"magic-item","body":"When a unit carrying the Icon Of Endless War declares a charge, it may re-roll its Charge roll."},"989":{"id":"daemons-of-chaos/magic-item/icon-of-eternal-virulence","path":"daemons-of-chaos/magic-item/icon-of-eternal-virulence","title":"Icon of Eternal Virulence","pathText":"daemons of chaos magic item icon of eternal virulence","type":"magic-item","body":"Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle. When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack. Calculate Combat Result Poisoned Attacks"},"990":{"id":"daemons-of-chaos/magic-item/icon-of-eternal-virulence-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/icon-of-eternal-virulence-draft-1.5.2.1","title":"Icon Of Eternal Virulence","pathText":"daemons of chaos magic item icon of eternal virulence draft 1.5.2.1","type":"magic-item","body":"When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack."},"991":{"id":"daemons-of-chaos/magic-item/icon-of-sorcery","path":"daemons-of-chaos/magic-item/icon-of-sorcery","title":"Icon of Sorcery*","pathText":"daemons of chaos magic item icon of sorcery","type":"magic-item","body":"The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it. Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus. Bound Spells Rank Bonus"},"992":{"id":"daemons-of-chaos/magic-item/icon-of-sorcery-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/icon-of-sorcery-draft-1.5.2.1","title":"Icon Of Sorcery*","pathText":"daemons of chaos magic item icon of sorcery draft 1.5.2.1","type":"magic-item","body":"Pink Horrors only. When a unit carrying the Icon of Sorcery casts Pink Fire from the Lore of Daemons, the Strength of these hits is increased by +1, and their Armour Piercing characteristic is improved by -1, for each point of the casting unit's current Rank Bonus."},"993":{"id":"daemons-of-chaos/magic-item/icon-of-the-eternal-dance-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/icon-of-the-eternal-dance-draft-1.5.2.1","title":"Icon of the Eternal Dance","pathText":"daemons of chaos magic item icon of the eternal dance draft 1.5.2.1","type":"magic-item","body":"Enemy units may not make Stomp Attacks against a unit carrying the Icon of the Eternal Dance."},"994":{"id":"daemons-of-chaos/magic-item/infernal-enrapturess","path":"daemons-of-chaos/magic-item/infernal-enrapturess","title":"Infernal Enrapturess","pathText":"daemons of chaos magic item infernal enrapturess","type":"magic-item","body":"Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight. Daemonic Heralds whose troop type is infantry only. Whilst within this character's Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character's Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make. Infantry Command Range Daemon of Slaanesh Casting Roll, Casting Result & Casting Value"},"995":{"id":"daemons-of-chaos/magic-item/infernal-enrapturess-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/infernal-enrapturess-draft-1.5.2.1","title":"Infernal Enrapturess","pathText":"daemons of chaos magic item infernal enrapturess draft 1.5.2.1","type":"magic-item","body":"Daemonic Heralds only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make."},"996":{"id":"daemons-of-chaos/magic-item/iridescent-corona","path":"daemons-of-chaos/magic-item/iridescent-corona","title":"Iridescent Corona*","pathText":"daemons of chaos magic item iridescent corona","type":"magic-item","body":"Glittering multi-coloured fire encases the Daemon's form, confounding the aim of the enemy. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"997":{"id":"daemons-of-chaos/magic-item/iridescent-corona-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/iridescent-corona-draft-1.5.2.1","title":"Iridescent Corona","pathText":"daemons of chaos magic item iridescent corona draft 1.5.2.1","type":"magic-item","body":"Any enemy model that targets this model or a unit it has joined, during the Shooting phase suffers an additional -1 To Hit modifier."},"998":{"id":"daemons-of-chaos/magic-item/many-arms","path":"daemons-of-chaos/magic-item/many-arms","title":"Many Arms*","pathText":"daemons of chaos magic item many arms","type":"magic-item","body":"The Daemon has been blessed with a surfeit of grasping and clawing appendages. This model has a +1 modifier to its Attacks characteristic."},"999":{"id":"daemons-of-chaos/magic-item/many-arms-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/many-arms-draft-1.5.2.1","title":"Many Arms*","pathText":"daemons of chaos magic item many arms draft 1.5.2.1","type":"magic-item","body":"0-2 per model. This model has a +1 modifier to its Attacks characteristic."},"1000":{"id":"daemons-of-chaos/magic-item/might-of-khorne","path":"daemons-of-chaos/magic-item/might-of-khorne","title":"Might of Khorne","pathText":"daemons of chaos magic item might of khorne","type":"magic-item","body":"Blessed by its patron, the Daemon's massive limbs bulge with strength and power. This model has a +1 modifier to its Strength characteristic."},"1001":{"id":"daemons-of-chaos/magic-item/might-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/might-of-khorne-draft-1.5.2.1","title":"Might Of Khorne","pathText":"daemons of chaos magic item might of khorne draft 1.5.2.1","type":"magic-item","body":"This model has a +1 modifier to its Strength characteristic."},"1002":{"id":"daemons-of-chaos/magic-item/nurgling-infestation","path":"daemons-of-chaos/magic-item/nurgling-infestation","title":"Nurgling Infestation","pathText":"daemons of chaos magic item nurgling infestation","type":"magic-item","body":"Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin. Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3\" of this model before removing this model from play. Note that these Nurgling Swarms are not worth any Victory Points. Armour Piercing Victory Points (Warhammer Battles)"},"1003":{"id":"daemons-of-chaos/magic-item/nurgling-infestation-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/nurgling-infestation-draft-1.5.2.1","title":"Nurgling Infestation","pathText":"daemons of chaos magic item nurgling infestation draft 1.5.2.1","type":"magic-item","body":"Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3\" of this model before removing this model from play. Note that these Nurgling Swarms are not worth any Victory Points."},"1004":{"id":"daemons-of-chaos/magic-item/power-vortex","path":"daemons-of-chaos/magic-item/power-vortex","title":"Power Vortex","pathText":"daemons of chaos magic item power vortex","type":"magic-item","body":"The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies. Whilst within this Wizard's dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls. Casting Roll, Casting Result & Casting Value"},"1005":{"id":"daemons-of-chaos/magic-item/power-vortex-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/power-vortex-draft-1.5.2.1","title":"Power Vortex","pathText":"daemons of chaos magic item power vortex draft 1.5.2.1","type":"magic-item","body":"Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls."},"1006":{"id":"daemons-of-chaos/magic-item/rapturous-standard","path":"daemons-of-chaos/magic-item/rapturous-standard","title":"Rapturous Standard","pathText":"daemons of chaos magic item rapturous standard","type":"magic-item","body":"Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard. Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge. Disordered Charges"},"1007":{"id":"daemons-of-chaos/magic-item/rapturous-standard-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/rapturous-standard-draft-1.5.2.1","title":"Rapturous Standard","pathText":"daemons of chaos magic item rapturous standard draft 1.5.2.1","type":"magic-item","body":"Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge."},"1008":{"id":"daemons-of-chaos/magic-item/rotten-icon","path":"daemons-of-chaos/magic-item/rotten-icon","title":"Rotten Icon","pathText":"daemons of chaos magic item rotten icon","type":"magic-item","body":"Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud. Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon."},"1009":{"id":"daemons-of-chaos/magic-item/rotten-icon-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/rotten-icon-draft-1.5.2.1","title":"Rotten Icon","pathText":"daemons of chaos magic item rotten icon draft 1.5.2.1","type":"magic-item","body":"Enemy units cannot claim any bonus combat result points for being engaged within the flank or rear arc. of a unit carrying the Rotten Icon."},"1010":{"id":"daemons-of-chaos/magic-item/siren-song","path":"daemons-of-chaos/magic-item/siren-song","title":"Siren Song","pathText":"daemons of chaos magic item siren song","type":"magic-item","body":"The Daemon sings an alluring song, drawing its enemies to their doom. Single use. At the start of your opponent's Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit). That enemy unit must make a Leadership testLeadership Tests. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit). Declare Charges & Charge Reactions Leadership Tests Leadership Tests"},"1011":{"id":"daemons-of-chaos/magic-item/siren-song-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/siren-song-draft-1.5.2.1","title":"Siren Song","pathText":"daemons of chaos magic item siren song draft 1.5.2.1","type":"magic-item","body":"Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit) within 6”. That enemy unit must declare a charge against this model (or its unit)."},"1012":{"id":"daemons-of-chaos/magic-item/siren-standard","path":"daemons-of-chaos/magic-item/siren-standard","title":"Siren Standard","pathText":"daemons of chaos magic item siren standard","type":"magic-item","body":"A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it. If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold. Flee (Charge Reaction) Fire & Flee Leadership Tests Hold"},"1013":{"id":"daemons-of-chaos/magic-item/siren-standard-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/siren-standard-draft-1.5.2.1","title":"Siren Standard","pathText":"daemons of chaos magic item siren standard draft 1.5.2.1","type":"magic-item","body":"If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold."},"1014":{"id":"daemons-of-chaos/magic-item/skull-totem","path":"daemons-of-chaos/magic-item/skull-totem","title":"Skull Totem","pathText":"daemons of chaos magic item skull totem","type":"magic-item","body":"The pole of this banner is thick-set with the captured skulls of Khorne's victims, each marked with a brass-etched rune of slaughter. A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule. Furious Charge"},"1015":{"id":"daemons-of-chaos/magic-item/skull-totem-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/skull-totem-draft-1.5.2.1","title":"Skull Totem","pathText":"daemons of chaos magic item skull totem draft 1.5.2.1","type":"magic-item","body":"During a turn in which it charged, models within a unit carrying the Skull Totem improve the Armour Piercing characteristic of their weapons by 1, and may re-roll any rolls To Wound of a natural 1."},"1016":{"id":"daemons-of-chaos/magic-item/sloppity-bilepiper","path":"daemons-of-chaos/magic-item/sloppity-bilepiper","title":"Sloppity Bilepiper","pathText":"daemons of chaos magic item sloppity bilepiper","type":"magic-item","body":"The infectious tunes of a Bilepiper fill their companions with joyous murrain. Daemonic Heralds whose troop type is infantry only. Friendly units with the Daemons of Nurgle special rule that begin their movement within this model's Command range have a +1 modifier to their Movement characteristic. Infantry Daemon of Nurgle Command Range"},"1017":{"id":"daemons-of-chaos/magic-item/sloppity-bilepiper-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/sloppity-bilepiper-draft-1.5.2.1","title":"Sloppity Bilepiper","pathText":"daemons of chaos magic item sloppity bilepiper draft 1.5.2.1","type":"magic-item","body":"Daemonic Heralds whose troop type is ‘infantry’ only. Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic."},"1018":{"id":"daemons-of-chaos/magic-item/soporific-musk","path":"daemons-of-chaos/magic-item/soporific-musk","title":"Soporific Musk*","pathText":"daemons of chaos magic item soporific musk","type":"magic-item","body":"The Daemon exudes a heady and cloying musk that dulls the wits of its enemies. Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead. Strike First Strike Last"},"1019":{"id":"daemons-of-chaos/magic-item/soporific-musk-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/soporific-musk-draft-1.5.2.1","title":"Soporific Musk*","pathText":"daemons of chaos magic item soporific musk draft 1.5.2.1","type":"magic-item","body":"Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead."},"1020":{"id":"daemons-of-chaos/magic-item/spell-eater","path":"daemons-of-chaos/magic-item/spell-eater","title":"Spell Eater","pathText":"daemons of chaos magic item spell eater","type":"magic-item","body":"Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies. This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard. Wizardly Dispel"},"1021":{"id":"daemons-of-chaos/magic-item/spell-eater-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/spell-eater-draft-1.5.2.1","title":"Spell Eater","pathText":"daemons of chaos magic item spell eater draft 1.5.2.1","type":"magic-item","body":"This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 3 Wizard."},"1022":{"id":"daemons-of-chaos/magic-item/spoilpox-scrivener","path":"daemons-of-chaos/magic-item/spoilpox-scrivener","title":"Spoilpox Scrivener","pathText":"daemons of chaos magic item spoilpox scrivener","type":"magic-item","body":"A Spoilpox Scrivener scrutinises the work of Nurgle's Daemons as they spread and record their master's blessings. Daemonic Heralds whose troop type is infantry only. Whilst within this model's Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1. Infantry Command Range Daemon of Nurgle"},"1023":{"id":"daemons-of-chaos/magic-item/spoilpox-scrivener-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/spoilpox-scrivener-draft-1.5.2.1","title":"Spoilpox Scrivener","pathText":"daemons of chaos magic item spoilpox scrivener draft 1.5.2.1","type":"magic-item","body":"Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1."},"1024":{"id":"daemons-of-chaos/magic-item/staff-of-change","path":"daemons-of-chaos/magic-item/staff-of-change","title":"Staff of Change","pathText":"daemons of chaos magic item staff of change","type":"magic-item","body":"The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon's whim. Staff of Change Flaming Attacks Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds. Flaming Attacks Magical Attacks"},"1025":{"id":"daemons-of-chaos/magic-item/staff-of-change-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/staff-of-change-draft-1.5.2.1","title":"Staff Of Change","pathText":"daemons of chaos magic item staff of change draft 1.5.2.1","type":"magic-item","body":"Staff Of Change Flaming Attacks Magical Attacks Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds. Flaming Attacks Magical Attacks"},"1026":{"id":"daemons-of-chaos/magic-item/standard-of-chaotic-glory","path":"daemons-of-chaos/magic-item/standard-of-chaotic-glory","title":"Standard of Chaotic Glory","pathText":"daemons of chaos magic item standard of chaotic glory","type":"magic-item","body":"This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows. Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character's Command range (to a maximum of 10). Daemonic Locus Daemonic Command Range"},"1027":{"id":"daemons-of-chaos/magic-item/standard-of-chaotic-glory-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/standard-of-chaotic-glory-draft-1.5.2.1","title":"Standard Of Chaotic Glory","pathText":"daemons of chaos magic item standard of chaotic glory draft 1.5.2.1","type":"magic-item","body":"Models within a unit carrying the Standard Of Chaotic Glory improve their Leadership characteristic by 1 (to a maximum of 10)."},"1028":{"id":"daemons-of-chaos/magic-item/standard-of-seeping-decay","path":"daemons-of-chaos/magic-item/standard-of-seeping-decay","title":"Standard of Seeping Decay","pathText":"daemons of chaos magic item standard of seeping decay","type":"magic-item","body":"A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it. During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1. The Combat Phase"},"1029":{"id":"daemons-of-chaos/magic-item/standard-of-seeping-decay-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/standard-of-seeping-decay-draft-1.5.2.1","title":"Standard Of Seeping Decay","pathText":"daemons of chaos magic item standard of seeping decay draft 1.5.2.1","type":"magic-item","body":"During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1."},"1030":{"id":"daemons-of-chaos/magic-item/stream-of-contagion","path":"daemons-of-chaos/magic-item/stream-of-contagion","title":"Stream of Contagion*","pathText":"daemons of chaos magic item stream of contagion","type":"magic-item","body":"Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes. Stream of Contagion Breath Weapon Magical Attacks Breath Weapon Magical Attacks"},"1031":{"id":"daemons-of-chaos/magic-item/stream-of-contagion-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/stream-of-contagion-draft-1.5.2.1","title":"Stream Of Contagion*","pathText":"daemons of chaos magic item stream of contagion draft 1.5.2.1","type":"magic-item","body":"Stream Of Contagion Breath Weapon Magical Attacks Breath Weapon Magical Attacks"},"1032":{"id":"daemons-of-chaos/magic-item/totem-of-eternal-war","path":"daemons-of-chaos/magic-item/totem-of-eternal-war","title":"Totem of Eternal War","pathText":"daemons of chaos magic item totem of eternal war","type":"magic-item","body":"The power of the æther flows from this accursed icon and into the Daemons that march beneath it. Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the Command range of this model. Daemonic Locus Daemonic Daemonic Instability Command Range"},"1033":{"id":"daemons-of-chaos/magic-item/totem-of-eternal-war-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/totem-of-eternal-war-draft-1.5.2.1","title":"Totem Of Eternal War","pathText":"daemons of chaos magic item totem of eternal war draft 1.5.2.1","type":"magic-item","body":"Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model."},"1034":{"id":"daemons-of-chaos/magic-item/trappings-of-nurgle","path":"daemons-of-chaos/magic-item/trappings-of-nurgle","title":"Trappings of Nurgle","pathText":"daemons of chaos magic item trappings of nurgle","type":"magic-item","body":"The Daemon is bedecked in rusted armour and rotted robes. The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way. Armour Value"},"1035":{"id":"daemons-of-chaos/magic-item/trappings-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/trappings-of-nurgle-draft-1.5.2.1","title":"Trappings Of Nurgle","pathText":"daemons of chaos magic item trappings of nurgle draft 1.5.2.1","type":"magic-item","body":"The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way. In addition, a Wizard with this Gift of Nurgle may wear armour without penalty"},"1036":{"id":"daemons-of-chaos/magic-item/twin-heads","path":"daemons-of-chaos/magic-item/twin-heads","title":"Twin Heads","pathText":"daemons of chaos magic item twin heads","type":"magic-item","body":"Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic. This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level. Levels of Wizardry"},"1037":{"id":"daemons-of-chaos/magic-item/twin-heads-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/twin-heads-draft-1.5.2.1","title":"Twin Heads","pathText":"daemons of chaos magic item twin heads draft 1.5.2.1","type":"magic-item","body":"Lord of Change only. This model knows spells from two Lores of Magic, rather than the usual one. When choosing the spells that the Lord of Change knows you may discard one spell as normal, replacing it with the signature spell of either Lore of Magic, or with a single Daemons of Tzeentch spell from the Lore of Daemons."},"1038":{"id":"daemons-of-chaos/magic-item/will-of-tzeentch","path":"daemons-of-chaos/magic-item/will-of-tzeentch","title":"Will of Tzeentch","pathText":"daemons of chaos magic item will of tzeentch","type":"magic-item","body":"The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire. Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll."},"1039":{"id":"daemons-of-chaos/magic-item/will-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/will-of-tzeentch-draft-1.5.2.1","title":"Will Of Tzeentch","pathText":"daemons of chaos magic item will of tzeentch draft 1.5.2.1","type":"magic-item","body":"Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll."},"1040":{"id":"daemons-of-chaos/magic-item/winged-horror","path":"daemons-of-chaos/magic-item/winged-horror","title":"Winged Horror","pathText":"daemons of chaos magic item winged horror","type":"magic-item","body":"Gigantic wings sprout from the Daemon's back, allowing it to dive upon the unprepared foe. Daemonic Heralds whose troop type is regular infantry only. This model gains the Fly (8) and Swiftstride special rules. Regular Infantry Fly (X) Swiftstride"},"1041":{"id":"daemons-of-chaos/magic-item/winged-horror-draft-1.5.2.1","path":"daemons-of-chaos/magic-item/winged-horror-draft-1.5.2.1","title":"Winged Horror","pathText":"daemons of chaos magic item winged horror draft 1.5.2.1","type":"magic-item","body":"Daemonic Heralds whose troop type is ‘infantry’ only. This model gains the Fly (8) and Swiftstride special rules."},"1042":{"id":"daemons-of-chaos/magic-lore/lore-of-daemons","path":"daemons-of-chaos/magic-lore/lore-of-daemons","title":"Lore of Daemons","pathText":"daemons of chaos magic lore lore of daemons","type":"magic-lore","body":"Lore of Daemons Plague Wind Signature Spell Gift of Mutation Signature Spell Cacophonic Hymn Signature Spell Pink Fire Signature Spell Plague Wind Gift of Mutation Cacophonic Hymn Pink Fire"},"1043":{"id":"daemons-of-chaos/magic-lore/lore-of-daemons-draft-1.5.2.1","path":"daemons-of-chaos/magic-lore/lore-of-daemons-draft-1.5.2.1","title":"Lore of Daemons","pathText":"daemons of chaos magic lore lore of daemons draft 1.5.2.1","type":"magic-lore","body":"Lore of Daemons A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below. Plague Wind (Daemons Of Nurgle) Signature Spell Cacophonic Hymn (Daemons Of Slaanesh) Signature Spell Blue Fire (Daemons Of Tzeentch) Signature Spell Pink Fire (Daemons Of Tzeentch) Signature Spell Gift Of Mutation (Daemons Of Tzeentch) Signature Spell Plague Wind (Daemons Of Nurgle) Cacophonic Hymn (Daemons Of Slaanesh) Blue Fire (Daemons Of Tzeentch) Pink Fire (Daemons Of Tzeentch) Gift Of Mutation (Daemons Of Tzeentch)"},"1044":{"id":"daemons-of-chaos/rule/attention-seeker","path":"daemons-of-chaos/rule/attention-seeker","title":"Attention Seeker","pathText":"daemons of chaos rule attention seeker","type":"rule","body":"Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them. Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character. Challenges"},"1045":{"id":"daemons-of-chaos/rule/attention-seeker-draft-1.5.2.1","path":"daemons-of-chaos/rule/attention-seeker-draft-1.5.2.1","title":"Attention Seeker","pathText":"daemons of chaos rule attention seeker draft 1.5.2.1","type":"rule","body":"Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character."},"1046":{"id":"daemons-of-chaos/rule/brazen-wheels","path":"daemons-of-chaos/rule/brazen-wheels","title":"Brazen Wheels","pathText":"daemons of chaos rule brazen wheels","type":"rule","body":"The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it. Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is behemoth – they are simply too large to be caught beneath a Skull Cannon's wheels. Stomp Attacks (X) Armour Piercing Behemoths"},"1047":{"id":"daemons-of-chaos/rule/brazen-wheels-draft-1.5.2.1","path":"daemons-of-chaos/rule/brazen-wheels-draft-1.5.2.1","title":"Brazen Wheels","pathText":"daemons of chaos rule brazen wheels draft 1.5.2.1","type":"rule","body":"Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels."},"1048":{"id":"daemons-of-chaos/rule/chaos-armour-daemons-of-chaos","path":"daemons-of-chaos/rule/chaos-armour-daemons-of-chaos","title":"Chaos Armour (Daemons of Chaos)","pathText":"daemons of chaos rule chaos armour daemons of chaos","type":"rule","body":"Chaos armour is the living gift of thegods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity. This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty. Ward Saves"},"1049":{"id":"daemons-of-chaos/rule/chaos-armour-draft-1.5.2.1","path":"daemons-of-chaos/rule/chaos-armour-draft-1.5.2.1","title":"Chaos Armour","pathText":"daemons of chaos rule chaos armour draft 1.5.2.1","type":"rule","body":"This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty."},"1050":{"id":"daemons-of-chaos/rule/cleaving-blow-draft-1.5.2.1","path":"daemons-of-chaos/rule/cleaving-blow-draft-1.5.2.1","title":"Cleaving Blow","pathText":"daemons of chaos rule cleaving blow draft 1.5.2.1","type":"rule","body":"If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow.’ Enemy models whose troop type is ‘regular infantry,’ ‘heavy infantry,’ ‘light cavalry,’ ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used."},"1051":{"id":"daemons-of-chaos/rule/daemon-of-khorne","path":"daemons-of-chaos/rule/daemon-of-khorne","title":"Daemon of Khorne","pathText":"daemons of chaos rule daemon of khorne","type":"rule","body":"The ranks of Khorne's daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls. Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic. Hatred (X)"},"1052":{"id":"daemons-of-chaos/rule/daemon-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemon-of-khorne-draft-1.5.2.1","title":"Daemons of Khorne","pathText":"daemons of chaos rule daemon of khorne draft 1.5.2.1","type":"rule","body":"Daemons of Khorne have the Furious Charge special rule and during a turn in which it made a charge move, a Daemon of Khorne gains a +1 modifier to its Strength characteristic. The Blood God's relentless legions care only for the harvest of skulls, rendering Khorne's daemons utterly immune to retreat or distraction. All Daemons of Khorne automatically pass any Panic tests that they are required to make and cannot choose to Flee as a charge reaction."},"1053":{"id":"daemons-of-chaos/rule/daemon-of-nurgle","path":"daemons-of-chaos/rule/daemon-of-nurgle","title":"Daemon of Nurgle","pathText":"daemons of chaos rule daemon of nurgle","type":"rule","body":"Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals. Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6. Hatred (X) The Combat Phase"},"1054":{"id":"daemons-of-chaos/rule/daemon-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemon-of-nurgle-draft-1.5.2.1","title":"Daemons of Nurgle","pathText":"daemons of chaos rule daemon of nurgle draft 1.5.2.1","type":"rule","body":"Any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6. Eager to smother their foes in a diseased, loving embrace, the children of Nurgle are relentless in their march towards the foe. Yet, their tether to the mortal realm can be shaken by the rejection of Grandfather Nurgle’s love through the sudden mass banishment of their kin. All Daemons of Nurgle must test for Panic when required to do so, however they cannot choose to Flee as a charge reaction."},"1055":{"id":"daemons-of-chaos/rule/daemon-of-slaanesh","path":"daemons-of-chaos/rule/daemon-of-slaanesh","title":"Daemon of Slaanesh","pathText":"daemons of chaos rule daemon of slaanesh","type":"rule","body":"Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour. Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1\" and have a +1 modifier to the result of any Charge or Pursuit roll they make. Hatred (X) The Charge Move Pursuit"},"1056":{"id":"daemons-of-chaos/rule/daemon-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemon-of-slaanesh-draft-1.5.2.1","title":"Daemons of Slaanesh","pathText":"daemons of chaos rule daemon of slaanesh draft 1.5.2.1","type":"rule","body":"Any enemy model that shoots at a Daemon Of Slaanesh suffers an additional -1 To Hit modifier. Daemons of Slaanesh increase their maximum possible charge range by 1\" and have a +1 modifier to the result of any Charge, Pursuit, or Flee roll they make. The lithe children of Slaanesh will gladly dance away from an uninspiring charge in pursuit of more stimulating prey, while the sudden, violent, banishment of their kin only anchors them deeper in ecstatic sensation. All Daemons of Slaanesh automatically pass any Panic tests that they are required to make, however they may choose to Flee as a charge reaction."},"1057":{"id":"daemons-of-chaos/rule/daemon-of-tzeentch","path":"daemons-of-chaos/rule/daemon-of-tzeentch","title":"Daemon of Tzeentch","pathText":"daemons of chaos rule daemon of tzeentch","type":"rule","body":"Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame. Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Hatred (X) Casting Roll, Casting Result & Casting Value"},"1058":{"id":"daemons-of-chaos/rule/daemon-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemon-of-tzeentch-draft-1.5.2.1","title":"Daemons of Tzeentch","pathText":"daemons of chaos rule daemon of tzeentch draft 1.5.2.1","type":"rule","body":"A Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make. Guided by the omniscient foresight of the Architect of Fate, the daemons of Tzeentch will readily dissolve into shifting mist to evade an oncoming charge or they may willingly sever their own tethers to safely vanish from the Material Realm precisely as planned. Daemons of Tzeentch must test for Panic when required to do so, however, a Daemon of Tzeentch may always choose to fail a Panic test without rolling for Daemonic Instability (even if they would otherwise automatically pass it). Daemons of Tzeentch may choose to Flee as a charge reaction."},"1059":{"id":"daemons-of-chaos/rule/daemonic","path":"daemons-of-chaos/rule/daemonic","title":"Daemonic","pathText":"daemons of chaos rule daemonic","type":"rule","body":"Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow. Models with this special rule are 'Daemonic'. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules: Daemonic Instability Fear Immune to Psychology Magical Attacks Unbreakable Warp-spawned A character with this special rule cannot join a unit without this special rule, and vice versa. Ward Saves Daemonic Instability Fear Immune to Psychology Magical Attacks Unbreakable Warp-spawned"},"1060":{"id":"daemons-of-chaos/rule/daemonic-alignment","path":"daemons-of-chaos/rule/daemonic-alignment","title":"Daemonic Alignment","pathText":"daemons of chaos rule daemonic alignment","type":"rule","body":"Every Daemon is a splinter of its divine master, a distorted reflection of mortal yearning, a shard of emotion and dark desire given form and licence to destroy. Thus does every Daemon reflect something of its master's presence and personality. Many models in this army list have the Daemons of Khorne, Daemons of Nurgle, Daemons of Slaanesh or Daemons of Tzeentch special rule listed among their special rules. These special rules represent the Daemonic Alignment of that model, indicating to which of theRuinous Powers the Daemon is bound: A model cannot have more than one Daemonic Alignment. All models within a unit must have the same Daemonic Alignment. A character with a Daemonic Alignment can only join a unit with the same Daemonic Alignment, or with no Daemonic Alignment. A character with no Daemonic Alignment can join any unit as normal. Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch"},"1061":{"id":"daemons-of-chaos/rule/daemonic-alignment-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-alignment-draft-1.5.2.1","title":"Daemonic Alignment","pathText":"daemons of chaos rule daemonic alignment draft 1.5.2.1","type":"rule","body":"Many models in this army list have the Daemons of Khorne, Daemons of Nurgle, Daemons of Slaanesh or Daemons of Tzeentch special rule listed among their special rules. These special rules represent the Daemonic Alignment of that model, indicating to which of the Ruinous Powers the Daemon is bound: A model cannot have more than one Daemonic Alignment. All models within a unit must have the same Daemonic Alignment. A character with a Daemonic Alignment can only join a unit with the same Daemonic Alignment, or with no Daemonic Alignment. A character with no Daemonic Alignment can join any unit as normal."},"1062":{"id":"daemons-of-chaos/rule/daemonic-charge","path":"daemons-of-chaos/rule/daemonic-charge","title":"Daemonic Charge","pathText":"daemons of chaos rule daemonic charge","type":"rule","body":"Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves. Impact Hits caused by this model have an Armour Piercing characteristic of -2. Impact Hits (X) Armour Piercing"},"1063":{"id":"daemons-of-chaos/rule/daemonic-charge-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-charge-draft-1.5.2.1","title":"Daemonic Charge (-X)","pathText":"daemons of chaos rule daemonic charge draft 1.5.2.1","type":"rule","body":"Impact Hits caused by this model have an Armour Piercing characteristic shown in the brackets after the name of this special rule."},"1064":{"id":"daemons-of-chaos/rule/daemonic-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-draft-1.5.2.1","title":"Daemonic","pathText":"daemons of chaos rule daemonic draft 1.5.2.1","type":"rule","body":"Models with this special rule are ‘Daemonic.’ All Daemonic models have the following universal special rules: Daemonic Instability Daemonic Psychology Fear Magical Attacks Unbreakable Warp-spawned A character with this special rule cannot join a unit without this special rule, and vice versa. Daemonic Instability Daemonic Psychology Fear Magical Attacks Unbreakable Warp-spawned"},"1065":{"id":"daemons-of-chaos/rule/daemonic-instability","path":"daemons-of-chaos/rule/daemonic-instability","title":"Daemonic Instability","pathText":"daemons of chaos rule daemonic instability","type":"rule","body":"When the tide of battle turns, a Daemon's grasp upon its physical form becomes ever more tenuous. If a unit with this special rule loses a round of combat, it must make a Leadership test (before it Gives Ground) with a +1 modifier to the result for every combat result point by which it lost: If this test is passed, all is well. If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test. If the unit contains any characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit. If this test is failed on a roll of a natural double 6, the unit is dragged back into the æther. The unit is immediately removed from play. Leadership Tests Give Ground"},"1066":{"id":"daemons-of-chaos/rule/daemonic-instability-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-instability-draft-1.5.2.1","title":"Daemonic Instability","pathText":"daemons of chaos rule daemonic instability draft 1.5.2.1","type":"rule","body":"When a Daemonic unit is required to make a Daemonic Instability test, the unit must take a Leadership test. If the natural result of the dice is a 2 or 12 something unexpected immediately happens: 2 – Reality Blinks: Any wounds suffered by the unit during this phase (including any wounds suffered by characters that have joined it) are immediately recovered, and any models removed as casualties during this phase are returned to play, and placed in their previous positions within the unit. 12 – Banished!: Banished!: If the unit contains more than half (50%) of the models it contained at the start of the battle (or more than half its starting Wounds if it is a Character, Monster, or Chariot), it immediately loses half of its remaining models or Wounds, rounding fractions up. However, if the unit has already been reduced to half (50%) or fewer of its starting models or Wounds when this test is taken, it is immediately removed from play and counts as having been destroyed. If the unit has just lost a round of combat, apply a +1 modifier to the result for every combat result point by which the combat was lost. If the Daemonic Instability test is passed, the unit suffers no ill effects. If the test is failed, the unit suffers a number of wounds equal to the amount by which the test was failed. If the unit contains any characters, these wounds are allocated to the unit first until each model has been allocated one wound. Any remaining wounds are then divided as equally as possible between the character(s) and the unit. No armour, ward, or regeneration saves are allowed against wounds suffered in this manner. If the unit is in combat it must now Give Ground. However, if the unit was in combat and completely destroyed enemy units that were engaged in the combat may attempt to restrain and reform or ‘overrun.’"},"1067":{"id":"daemons-of-chaos/rule/daemonic-locus","path":"daemons-of-chaos/rule/daemonic-locus","title":"Daemonic Locus","pathText":"daemons of chaos rule daemonic locus","type":"rule","body":"Daemonic Heralds act as loci for the Winds of Magic, infusing others of their kind with power. Friendly units with the same Daemonic Alignment as this model reduce the number of wounds suffered due to the Daemonic Instability special rule by 1 whilst within 12\" of this model. In addition, friendly units with the same Daemonic Alignment as this model that roll a natural double 6 when making a Leadership test for Daemonic Instability whilst within 12\" of this model are not immediately removed from play. Instead, they lose a number of Wounds equal to the amount by which they failed the test. Daemonic Alignment Daemonic Instability"},"1068":{"id":"daemons-of-chaos/rule/daemonic-locus-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-locus-draft-1.5.2.1","title":"Daemonic Locus","pathText":"daemons of chaos rule daemonic locus draft 1.5.2.1","type":"rule","body":"Friendly Daemonic units within the Battle Standard Bearer's Command range may re-roll any Demonic Instability tests, however they may never re-roll a Banished! result."},"1069":{"id":"daemons-of-chaos/rule/daemonic-psychology-draft-1.5.2.1","path":"daemons-of-chaos/rule/daemonic-psychology-draft-1.5.2.1","title":"Daemonic Psychology","pathText":"daemons of chaos rule daemonic psychology draft 1.5.2.1","type":"rule","body":"Daemons are manifestations of pure emotion and raw magic, their physical forms sustained by a tenuous tether to the Realm of Chaos. Their behavior in the mortal realm is driven by the instability of their magical anchors, rather than feeble mortal logic or emotion. All Daemonic models automatically pass any Fear or Terror tests that they are required to make. When a unit would normally be required to make a Panic test, a Break test, or elects to Flee as a charge reaction, it must instead test for Daemonic Instability before it Gives Ground, Falls Back in Good Order, or Flees. If a Daemonic unit Flees for any reason it will always Fall Back in Good Order instead. How Daemonic units react to disruptions to the Aethyr in the course of battle is further defined by their Daemonic Alignment (see below):"},"1070":{"id":"daemons-of-chaos/rule/gorefeast","path":"daemons-of-chaos/rule/gorefeast","title":"Gorefeast","pathText":"daemons of chaos rule gorefeast","type":"rule","body":"The blood and skulls of thefallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour. For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound. Impact Hits (X)"},"1071":{"id":"daemons-of-chaos/rule/gorefeast-draft-1.5.2.1","path":"daemons-of-chaos/rule/gorefeast-draft-1.5.2.1","title":"Gorefeast","pathText":"daemons of chaos rule gorefeast draft 1.5.2.1","type":"rule","body":"For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound."},"1072":{"id":"daemons-of-chaos/rule/infernal-favour","path":"daemons-of-chaos/rule/infernal-favour","title":"Infernal Favour (X)","pathText":"daemons of chaos rule infernal favour","type":"rule","body":"Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished. A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as 'X'). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. Daemonic Instability"},"1073":{"id":"daemons-of-chaos/rule/infernal-favour-draft-1.5.2.1","path":"daemons-of-chaos/rule/infernal-favour-draft-1.5.2.1","title":"Infernal Favour (X)","pathText":"daemons of chaos rule infernal favour draft 1.5.2.1","type":"rule","body":"A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit."},"1074":{"id":"daemons-of-chaos/rule/locus-of-change-draft-1.5.2.1","path":"daemons-of-chaos/rule/locus-of-change-draft-1.5.2.1","title":"Locus of Change","pathText":"daemons of chaos rule locus of change draft 1.5.2.1","type":"rule","body":"The Herald and any unit they have joined may re-roll any Ward Save roll of a natural 1."},"1075":{"id":"daemons-of-chaos/rule/locus-of-fecundity-draft-1.5.2.1","path":"daemons-of-chaos/rule/locus-of-fecundity-draft-1.5.2.1","title":"Locus of Fecundity","pathText":"daemons of chaos rule locus of fecundity draft 1.5.2.1","type":"rule","body":"The Herald and any unit they have joined gain the Regeneration (5+) special rule."},"1076":{"id":"daemons-of-chaos/rule/locus-of-swiftness-draft-1.5.2.1","path":"daemons-of-chaos/rule/locus-of-swiftness-draft-1.5.2.1","title":"Locus of Swiftness","pathText":"daemons of chaos rule locus of swiftness draft 1.5.2.1","type":"rule","body":"The Herald and any unit they have joined gain the Strike First Special rule."},"1077":{"id":"daemons-of-chaos/rule/locus-of-wrath-draft-1.5.2.1","path":"daemons-of-chaos/rule/locus-of-wrath-draft-1.5.2.1","title":"Locus of Wrath","pathText":"daemons of chaos rule locus of wrath draft 1.5.2.1","type":"rule","body":"The Herald, its mount, and any unit that they have joined gain the Hatred (all enemies) Special Rule."},"1078":{"id":"daemons-of-chaos/rule/plague-proboscis","path":"daemons-of-chaos/rule/plague-proboscis","title":"Plague Proboscis","pathText":"daemons of chaos rule plague proboscis","type":"rule","body":"+1 Initiative Note that if this unit takes Plague Proboscises, the Initiative modifier applies only to the Rot Flies, not to their riders."},"1079":{"id":"daemons-of-chaos/rule/reign-of-chaos-draft-1.5.2.1","path":"daemons-of-chaos/rule/reign-of-chaos-draft-1.5.2.1","title":"Reign of Chaos","pathText":"daemons of chaos rule reign of chaos draft 1.5.2.1","type":"rule","body":"During each of their Start of Turn sub-phases, the Daemons of Chaos player rolls a D6 to determine the current ebb and flow of the Winds of Magic, testing whether the local Aethyr is potent enough to sustain the host’s tenuous grip on reality. Note that at the start of the game the Reign of Chaos is always in the ‘Eye of the Storm’ result until the Daemons of Chaos player takes their first turn. On a roll of 1, Chaotic Ebb: The Aethyr dissipates, starving the daemonic host of vital anchoring energy. Until your next Start of Turn sub-phase, all friendly models with the Daemonic special rule have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and will generate a “Banished” result on a natural roll of 11 or 12 when making a Leadership Test for Daemonic Instability. On a roll of 2-5, Eye of the Storm: The aetheric currents swirl in a volatile equilibrium; the Daemonic host's tether to reality holds steady. Until your next Start of Turn sub-phase, all friendly models with the Daemonic special rule have a 5+ Ward save against any wounds suffered and may make Regeneration saves against wounds caused by Magical attacks despite having the Warp-spawned special rule. On a roll of 6, Chaotic Surge: A violent torrent of raw magical power surges across the battlefield, fiercely invigorating the host. Until your next Start of Turn sub-phase, all friendly models with the Daemonic special rule have a 5+ Ward save against any wounds suffered, a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack, and may make Regeneration saves against wounds caused by Magical attacks despite having the Warp-spawned special rule. In addition, friendly Daemonic models gain the Immune to Psychology special rule, and generate a “Reality Blinks” result on a natural roll of 2 or 3 when making a Leadership Test for Daemonic Instability."},"1080":{"id":"daemons-of-chaos/rule/rival-alignments-draft-1.5.2.1","path":"daemons-of-chaos/rule/rival-alignments-draft-1.5.2.1","title":"Rival Alignments","pathText":"daemons of chaos rule rival alignments draft 1.5.2.1","type":"rule","body":"To represent the particularly chaotic relationship between certain gods, certain combinations of Daemonic Alignment are also subject to the following rules: Khorne and Slaanesh are Rival Alignments. Nurgle and Tzeentch are Rival Alignments. Models with a Daemonic Alignment have Hatred (Daemons of (Rival Alignment), Mark of (Rival Alignment)). Rival Alignments are never considered friendly models for the purposes of casting spells, the Inspiring Presence special rule, or any Daemonic Locus special rules."},"1081":{"id":"daemons-of-chaos/rule/scintillating-sorcery","path":"daemons-of-chaos/rule/scintillating-sorcery","title":"Scintillating Sorcery","pathText":"daemons of chaos rule scintillating sorcery","type":"rule","body":"Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands. A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit's current Rank Bonus. Lore of Daemons Daemonic Alignment Bound Spells"},"1082":{"id":"daemons-of-chaos/rule/scintillating-sorcery-draft-1.5.2.1","path":"daemons-of-chaos/rule/scintillating-sorcery-draft-1.5.2.1","title":"Scintillating Sorcery","pathText":"daemons of chaos rule scintillating sorcery draft 1.5.2.1","type":"rule","body":"A unit of Pink Horrors knows one of the following spells: Glittering Robe from the Lore of Illusion, Pink Fire, or Gift of Mutation from the Lore of Daemons. The unit may cast this spell as a Bound spell: If the unit includes a Iridescent Horror, it may cast this Bound spell with a Power Level of 1. If it includes both an Iridescent Horror and a standard bearer, it may cast this Bound spell with a Power Level of 2. Otherwise, the unit may cast this Bound spell with a Power Level of 0."},"1083":{"id":"daemons-of-chaos/rule/singular-essence-draft-1.5.2.1","path":"daemons-of-chaos/rule/singular-essence-draft-1.5.2.1","title":"Singular Essence","pathText":"daemons of chaos rule singular essence draft 1.5.2.1","type":"rule","body":"Violently bound to a solitary cosmic truth, these entities remain completely insulated from the aetheric shockwaves of the battlefield. This character automatically passes any Panic test that they are required to make."},"1084":{"id":"daemons-of-chaos/rule/slashing-attack","path":"daemons-of-chaos/rule/slashing-attack","title":"Slashing Attack","pathText":"daemons of chaos rule slashing attack","type":"rule","body":"Screamers' slashing blades tear through the foe as they dive close and pass quickly by. A unit with this special rule may perform a 'Slashing Attack' against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit's movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it. Remaining Moves Armour Piercing"},"1085":{"id":"daemons-of-chaos/rule/slashing-attack-draft-1.5.2.1","path":"daemons-of-chaos/rule/slashing-attack-draft-1.5.2.1","title":"Slashing Attack","pathText":"daemons of chaos rule slashing attack draft 1.5.2.1","type":"rule","body":"A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -1, for each model in this unit that moved over it."},"1086":{"id":"daemons-of-chaos/rule/slime-trail","path":"daemons-of-chaos/rule/slime-trail","title":"Slime Trail","pathText":"daemons of chaos rule slime trail","type":"rule","body":"In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously. Enemy units cannot claim any bonus combat result points for being engaged within this unit's flank or rear arc."},"1087":{"id":"daemons-of-chaos/rule/slime-trail-draft-1.5.2.1","path":"daemons-of-chaos/rule/slime-trail-draft-1.5.2.1","title":"Slime Trail","pathText":"daemons of chaos rule slime trail draft 1.5.2.1","type":"rule","body":"Enemy units cannot claim any bonus combat result points for being engaged within this unit’s flank or rear arc."},"1088":{"id":"daemons-of-chaos/rule/soporific-musk","path":"daemons-of-chaos/rule/soporific-musk","title":"Soporific Musk","pathText":"daemons of chaos rule soporific musk","type":"rule","body":"Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close. Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead. Strike First Strike Last"},"1089":{"id":"daemons-of-chaos/rule/soporific-musk-draft-1.5.2.1","path":"daemons-of-chaos/rule/soporific-musk-draft-1.5.2.1","title":"Soporific Musk","pathText":"daemons of chaos rule soporific musk draft 1.5.2.1","type":"rule","body":"Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead."},"1090":{"id":"daemons-of-chaos/rule/totem-of-endless-bloodletting","path":"daemons-of-chaos/rule/totem-of-endless-bloodletting","title":"Totem of Endless Bloodletting","pathText":"daemons of chaos rule totem of endless bloodletting","type":"rule","body":"A Blood Throne is a physical manifestation of theBlood God's favour. In its presence, Daemons of Khorne are driven into a raging bloodlust. Friendly Daemons of Khorne that are within this model's Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase. Command Range The Charge Move"},"1091":{"id":"daemons-of-chaos/rule/totem-of-endless-bloodletting-draft-1.5.2.1","path":"daemons-of-chaos/rule/totem-of-endless-bloodletting-draft-1.5.2.1","title":"Totem Of Endless Bloodletting","pathText":"daemons of chaos rule totem of endless bloodletting draft 1.5.2.1","type":"rule","body":"Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase. Character Mount: A Blood Throne of Khorne may only be included in your army as a character’s mount. Its points are added to that of its rider."},"1092":{"id":"daemons-of-chaos/spell/blue-fire-draft-1.5.2.1","path":"daemons-of-chaos/spell/blue-fire-draft-1.5.2.1","title":"Blue Fire (Daemons Of Tzeentch)","pathText":"daemons of chaos spell blue fire draft 1.5.2.1","type":"spell","body":"Type Magic Missile Casting Value 9+ Range 18\" The target enemy unit suffers D6+3 Strength 4 hits, each with an AP of -2 and with the Flaming Attacks special rule. Magic Missiles"},"1093":{"id":"daemons-of-chaos/spell/cacophonic-hymn","path":"daemons-of-chaos/spell/cacophonic-hymn","title":"Cacophonic Hymn","pathText":"daemons of chaos spell cacophonic hymn","type":"spell","body":"The Daemon's unnatural song peels away the enchantments that protect its enemies and its perverse melody boggles their wits. Type Hex Casting Value 10+ Range 12\" Daemons of Slaanesh only. Remains in Play. If this spell is cast, the effects of any enchantment spell previously cast on the target unit immediately expire. In addition, whilst this spell is in play, the target unit becomes subject to the Stupidity special rule. Hex Daemon of Slaanesh Remains in Play Stupidity"},"1094":{"id":"daemons-of-chaos/spell/cacophonic-hymn-draft-1.5.2.1","path":"daemons-of-chaos/spell/cacophonic-hymn-draft-1.5.2.1","title":"Cacophonic Hymn (Daemons Of Slaanesh)","pathText":"daemons of chaos spell cacophonic hymn draft 1.5.2.1","type":"spell","body":"Type Hex Casting Value 10+ Range 12\" Remains in play. If this spell is cast, the effects of any enchantment spell previously cast on the target unit immediately expire. In addition, whilst this spell is in play, the target unit becomes subject to the Stupidity special rule. Hex"},"1095":{"id":"daemons-of-chaos/spell/gift-of-mutation","path":"daemons-of-chaos/spell/gift-of-mutation","title":"Gift of Mutation","pathText":"daemons of chaos spell gift of mutation","type":"spell","body":"The Daemon cackles maniacally as the warping magic of Tzeentch flows through its enemies, sending waves of mutation through their minds and bodies. Type Hex Casting Value 8+/12+ Range 12\" Daemons of Tzeentch only. If this spell is cast with a casting result of 8 or more, the target enemy unit suffers a -D3 modifier to one of the following characteristics (to a minimum of 1, chosen by the casting player). If this spell is cast with a casting result of 12 or more, the target enemy unit suffers a -D3 modifier to two of the following characteristics (to a minimum of 1, chosen by the casting player). This spell lasts until your next Start of Turn sub-phase: Weapon Skill Strength Toughness Hex Daemon of Tzeentch Start of Turn"},"1096":{"id":"daemons-of-chaos/spell/gift-of-mutation-draft-1.5.2.1","path":"daemons-of-chaos/spell/gift-of-mutation-draft-1.5.2.1","title":"Gift Of Mutation (Daemons Of Tzeentch)","pathText":"daemons of chaos spell gift of mutation draft 1.5.2.1","type":"spell","body":"Type Hex Casting Value 8+/11+ Range 12\" If this spell is cast with a casting result of 8 or more, the target enemy unit suffers a -D3 modifier to one of the following characteristics (to a minimum of 1, chosen by the casting player). If this spell is cast with a casting result of 12 or more, the target enemy unit suffers a -D3 modifier to two of the following characteristics (to a minimum of 1, chosen by the casting player). This spell lasts until your next Start of Turn sub-phase: Weapon Skill Strength Toughness Hex"},"1097":{"id":"daemons-of-chaos/spell/pink-fire","path":"daemons-of-chaos/spell/pink-fire","title":"Pink Fire","pathText":"daemons of chaos spell pink fire","type":"spell","body":"As the cackling Daemon prances and gestures, pink flames rise from the earth to envelope its enemies. Type Magic Missile Casting Value 8+ Range 18\" Daemons of Tzeentch only. The target enemy unit suffers D3+3 Strength 3 hits, each with an AP of - and with the Flaming Attacks special rule. Magic Missiles Daemon of Tzeentch Armour Piercing Flaming Attacks"},"1098":{"id":"daemons-of-chaos/spell/pink-fire-draft-1.5.2.1","path":"daemons-of-chaos/spell/pink-fire-draft-1.5.2.1","title":"Pink Fire (Daemons Of Tzeentch)","pathText":"daemons of chaos spell pink fire draft 1.5.2.1","type":"spell","body":"Type Magic Missile Casting Value 8+ Range 18\" The target enemy unit suffers D3+3 Strength 3 hits, each with an AP of - and with the Flaming Attacks special rule. Magic Missiles"},"1099":{"id":"daemons-of-chaos/spell/plague-wind","path":"daemons-of-chaos/spell/plague-wind","title":"Plague Wind","pathText":"daemons of chaos spell plague wind","type":"spell","body":"A debilitating cloud of noxious air forms, swirling around the battlefield and infecting all it touches. Type Magical Vortex Casting Value 7+ Range 12\" Daemons of Nurgle only. Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves D6\" in a random direction during every Start of Turn sub-phase. Any unit (friend or foe, but not including Daemons of Nurgle) the moving template touches or moves over suffers a -1 modifier to its Toughness characteristic for the remainder of the turn. Magical Vortex Daemon of Nurgle Remains in Play Dangerous Terrain Start of Turn"},"1100":{"id":"daemons-of-chaos/spell/plague-wind-draft-1.5.2.1","path":"daemons-of-chaos/spell/plague-wind-draft-1.5.2.1","title":"Plague Wind (Daemons Of Nurgle)","pathText":"daemons of chaos spell plague wind draft 1.5.2.1","type":"spell","body":"Type Magical Vortex Casting Value 7+ Range 12\" Remains in play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template is treated as dangerous terrain. The template scatters D6\" during every Start of Turn sub-phase. Any unit (friend or foe, but not including Daemons of Nurgle) that moves through the template, or that the template moves over suffers a -1 modifier to its Toughness characteristic for the remainder of the turn. Magical Vortex"},"1101":{"id":"daemons-of-chaos/unit/beasts-of-nurgle","path":"daemons-of-chaos/unit/beasts-of-nurgle","title":"Beasts of Nurgle","pathText":"daemons of chaos unit beasts of nurgle","type":"unit","body":"Beast of Nurgle Cost 62 Base Size 50 x 75 mm Unit Size 2+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons writhing tentacles Special Rules Attention Seeker Close Order Daemonic Daemons of Nurgle Impetuous Infernal Favour (1) Loner Poisoned Attacks Random Attacks Regeneration (5+) Slime Trail Monstrous Infantry Infantry Hand Weapon Hand Weapon Writhing Tentacles (Daemons of Chaos) Writhing Tentacles (Daemons of Chaos) Attention Seeker Attention Seeker Close Order Close Order Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Impetuous Impetuous Infernal Favour (X) Infernal Favour (X) Loner Loner Poisoned Attacks Poisoned Attacks Random Attacks Random Attacks Regeneration (X+) Regeneration (X+) Slime Trail Slime Trail"},"1102":{"id":"daemons-of-chaos/unit/beasts-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/unit/beasts-of-nurgle-draft-1.5.2.1","title":"Beasts Of Nurgle","pathText":"daemons of chaos unit beasts of nurgle draft 1.5.2.1","type":"unit","body":"Beast of Nurgle Cost 62 Base Size 50 x 75 mm Unit Size 1+ Type Beasts Of Nurgle Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons writhing tentacles Special Rules Attention Seeker Open Order Daemonic Daemons of Nurgle Impetuous Infernal Favour (1) Loner Poisoned Attacks Random Attacks Regeneration (5+) Slime Trail Monstrous Infantry Infantry Hand Weapon Writhing tentacles Writhing tentacles Attention Seeker Attention Seeker Open Order Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Impetuous Infernal Favour (X) Infernal Favour (X) Loner Poisoned Attacks Random Attacks Regeneration (X+) Slime Trail Slime Trail"},"1103":{"id":"daemons-of-chaos/unit/blood-throne-of-khorne","path":"daemons-of-chaos/unit/blood-throne-of-khorne","title":"Blood Throne of Khorne","pathText":"daemons of chaos unit blood throne of khorne","type":"unit","body":"A Blood Throne of Khorne may only be included in your army as a character's mount. Its points are added to that of its rider. Blood Throne Bloodletter Crew (x2) Cost Override +160 points Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Blood Throne: Brazen wheels and scything blades (counts as a hand weapon) Bloodletter Crew: Hellblades Special Rules Close Order Daemonic Daemons of Khorne First Charge Gorefeast Impact Hits (D6+1) Impetuous Totem of Endless Bloodletting Heavy Chariots Chariots Hand Weapon Hellblade Close Order Close Order Daemonic Daemonic Daemon of Khorne Daemon of Khorne First Charge First Charge Gorefeast Gorefeast Impact Hits (X) Impact Hits (X) Impetuous Impetuous Totem of Endless Bloodletting Totem of Endless Bloodletting"},"1104":{"id":"daemons-of-chaos/unit/blood-throne-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/blood-throne-of-khorne-draft-1.5.2.1","title":"Blood Throne Of Khorne","pathText":"daemons of chaos unit blood throne of khorne draft 1.5.2.1","type":"unit","body":"Blood Throne Bloodletter Crew (x2) Cost +130 Base Size 50 x 100 mm Unit Size 1 Armour Value 3+ Type Blood Throne Of Khorne Troop Type Heavy Chariot Unit Category Chariot Equipment Brazen wheels and scything blades (counts as a hand weapon) Hellblades Special Rules Close Order Daemonic Daemon of Khorne First Charge Gorefeast Impact Hits (D6+1) Impetuous Totem of Endless Bloodletting A Blood Throne of Khorne may only be included in your army as a character’s mount. Its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Hellblade Close Order Daemonic Daemonic Daemons of Khorne Daemons of Khorne First Charge Gorefeast Gorefeast Impact Hits (X) Impetuous Totem Of Endless Bloodletting Totem Of Endless Bloodletting"},"1105":{"id":"daemons-of-chaos/unit/bloodcrushers-of-khorne","path":"daemons-of-chaos/unit/bloodcrushers-of-khorne","title":"Bloodcrushers of Khorne","pathText":"daemons of chaos unit bloodcrushers of khorne","type":"unit","body":"Bloodletter Bloodreaper Juggernaut of Khorne Cost 65 Base Size 50 x 75 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Bloodletters: Hellblades and calloused hides (counts as light armour) Juggernauts of Khorne: Brass bound hooves and brazen hide (counts as barding) Special Rules Armoured Hide (1) Close Order Daemonic Daemons of Khorne Impact Hits (2) Impetuous Magic Resistance (-1) Swiftstride Options Any unit may: Upgrade one model to a Bloodreaper (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) May purchase a Daemonic Icon worth up to 50 points Monstrous Cavalry Cavalry Hellblade Light Armour Brass Bound Hooves Barding Armoured Hide (X) Armoured Hide (X) Close Order Close Order Daemonic Daemonic Daemon of Khorne Daemon of Khorne Impact Hits (X) Impact Hits (X) Impetuous Impetuous Magic Resistance (-X) Magic Resistance (-X) Swiftstride Swiftstride Daemonic Gifts & Icons"},"1106":{"id":"daemons-of-chaos/unit/bloodcrushers-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/bloodcrushers-of-khorne-draft-1.5.2.1","title":"Bloodcrushers Of Khorne","pathText":"daemons of chaos unit bloodcrushers of khorne draft 1.5.2.1","type":"unit","body":"Bloodletter Bloodreaper Juggernaut of Khorne Cost 65 Base Size 50 x 75 mm Unit Size 3+ Type Bloodcrushers Of Khorne Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hellblades brazen scales (counts as heavy armour) Brass bound hooves brazen hide (counts as barding) Special Rules Armoured Hide (1) Close Order Daemonic Daemonic Charge (-2) Daemon of Khorne Impact Hits (2) Impetuous Magic Resistance (-1) Swiftstride Options Any unit may: Upgrade one model to a Bloodreaper (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), May purchase a Daemonic Icon worth up to 50 points A Bloodreaper may purchase Daemonic Gifts up to a total of 25 points Monstrous Cavalry Cavalry Hellblade Heavy Armour Brass bound hooves Brass bound hooves Barding Armoured Hide (X) Close Order Daemonic Daemonic Daemonic Charge (-X) Daemonic Charge (-X) Daemons of Khorne Daemons of Khorne Impact Hits (X) Impetuous Magic Resistance (-X) Swiftstride"},"1107":{"id":"daemons-of-chaos/unit/bloodletters-of-khorne","path":"daemons-of-chaos/unit/bloodletters-of-khorne","title":"Bloodletters of Khorne","pathText":"daemons of chaos unit bloodletters of khorne","type":"unit","body":"Bloodletter Bloodreaper Cost 14 Base Size 30 x 30 mm Unit Size 8+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hellblades calloused hides (counts as light armour) Special Rules Close Order Daemonic Daemons of Khorne Impetuous Magic Resistance (-1) Options Any unit may: Upgrade one model to a Bloodreaper (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) May purchase a Daemonic Icon worth up to 50 points Heavy Infantry Infantry Hellblade Hellblade Light Armour Light Armour Close Order Close Order Daemonic Daemonic Daemon of Khorne Daemon of Khorne Impetuous Impetuous Magic Resistance (-X) Magic Resistance (-X) Daemonic Gifts & Icons"},"1108":{"id":"daemons-of-chaos/unit/bloodletters-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/bloodletters-of-khorne-draft-1.5.2.1","title":"Bloodletters Of Khorne","pathText":"daemons of chaos unit bloodletters of khorne draft 1.5.2.1","type":"unit","body":"Bloodletter Bloodreaper Cost 13 Base Size 30 x 30 mm Unit Size 5+ Type Bloodletters Of Khorne Troop Type Heavy Infantry Unit Category Infantry Equipment Hellblades brazen scales (counts as heavy armour) Special Rules Close Order Daemonic Daemons of Khorne Impetuous Magic Resistance (-1) Options Any unit may: Upgrade one model to a Bloodreaper (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), May purchase a Daemonic Icon worth up to 50 points A Bloodreaper may purchase Daemonic Gifts up to a total of 25 points Heavy Infantry Infantry Hellblade Heavy Armour Close Order Daemonic Daemonic Daemons of Khorne Daemons of Khorne Impetuous Magic Resistance (-X)"},"1109":{"id":"daemons-of-chaos/unit/bloodthirster","path":"daemons-of-chaos/unit/bloodthirster","title":"Bloodthirster","pathText":"daemons of chaos unit bloodthirster","type":"unit","body":"Bloodthirster Cost 355 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Troop Type Behemoth Troop Type Character Unit Category Monster Equipment Hand weapon heavy armour Special Rules Daemonic Daemonic Charge Daemons of Khorne Fly (10) Furious Charge Impact Hits (D3) Impetuous Infernal Favour (2) Large Target Magic Resistance (-2) Terror Options Must take one of the following: Bloodflail (+25 points) Great axe (+35 points) Lash of Khorne (+15 points) May purchase Daemonic Gifts up to a total of 100 points Optional Rules Bloodflail Great Axe Lash of Khorne Behemoths Characters (Troop Types) Monsters Hand Weapon Hand Weapon Heavy Armour Heavy Armour Daemonic Daemonic Daemonic Charge Daemonic Charge Daemon of Khorne Daemon of Khorne Fly (X) Fly (X) Furious Charge Furious Charge Impact Hits (X) Impact Hits (X) Impetuous Impetuous Infernal Favour (X) Infernal Favour (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Terror Terror Bloodflail Great Axe Lash of Khorne Daemonic Gifts & Icons Bloodflail Bloodflail Great Axe Great Axe Lash of Khorne Lash of Khorne"},"1110":{"id":"daemons-of-chaos/unit/bloodthirster-draft-1.5.2.1","path":"daemons-of-chaos/unit/bloodthirster-draft-1.5.2.1","title":"Bloodthirster","pathText":"daemons of chaos unit bloodthirster draft 1.5.2.1","type":"unit","body":"Bloodthirster Cost 355 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Type Bloodthirster – Greater Daemon Of Khorne Troop Type Behemoth Troop Type Character Unit Category Monster Equipment Hand weapon Lash of Khorne daemonic flesh (counts as full plate) Special Rules Close Order Daemonic Daemonic Charge (-2) Daemon of Khorne Fly (10) Impact Hits (D3+1) Impetuous Infernal Favour (2) Large Target Magic Resistance (-2) Terror Options May replace their Lash of Khorne with one of the following: Bloodflail (+20), Great axe (+35) May purchase Daemonic Gifts up to a total of 100 points Behemoths Characters (Troop Types) Monsters Hand Weapon Lash of Khorne Lash of Khorne Full Plate Armour Close Order Daemonic Daemonic Daemonic Charge (-X) Daemonic Charge (-X) Daemons of Khorne Daemons of Khorne Fly (X) Impact Hits (X) Impetuous Infernal Favour (X) Infernal Favour (X) Large Target Magic Resistance (-X) Terror"},"1111":{"id":"daemons-of-chaos/unit/blue-horrors-of-tzeentch","path":"daemons-of-chaos/unit/blue-horrors-of-tzeentch","title":"Blue Horrors of Tzeentch","pathText":"daemons of chaos unit blue horrors of tzeentch","type":"unit","body":"Blue Horror Ectoplasmic Horror Cost 9 Base Size 25 x 25 mm Unit Size 9+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons flames of Tzeentch Special Rules Daemonic Daemons of Tzeentch Move Through Cover Open Order Options Any unit may upgrade one model to an Ectoplasmic Horror (champion) (+6 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Flames of Tzeentch Flames of Tzeentch Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Move Through Cover Move Through Cover Open Order Formation Open Order Formation"},"1112":{"id":"daemons-of-chaos/unit/blue-horrors-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/blue-horrors-of-tzeentch-draft-1.5.2.1","title":"Blue Horrors Of Tzeentch","pathText":"daemons of chaos unit blue horrors of tzeentch draft 1.5.2.1","type":"unit","body":"Blue Horror Ectoplasmic Horror Cost 9 Base Size 25 x 25 mm Unit Size 9+ Type Blue Horrors Of Tzeentch Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons flames of Tzeentch Special Rules Daemonic Daemons of Tzeentch Move through Cover Open Order Skirmishers Options Any unit may upgrade one model to an Ectoplasmic Horror (champion) (+6) Regular Infantry Infantry Hand Weapon Flames Of Tzeentch Flames Of Tzeentch Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Move Through Cover Open Order Skirmishers"},"1113":{"id":"daemons-of-chaos/unit/brimstone-horrors-of-tzeentch","path":"daemons-of-chaos/unit/brimstone-horrors-of-tzeentch","title":"Brimstone Horrors of Tzeentch","pathText":"daemons of chaos unit brimstone horrors of tzeentch","type":"unit","body":"Brimstone Horrors Cost 38 Base Size 40 x 40 mm Unit Size 2+ Troop Type Swarm Unit Category Infantry Equipment Hand weapons Special Rules Daemonic Daemons of Tzeentch Flaming Attacks Loner Skirmishers Swarms Infantry Hand Weapon Hand Weapon Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Flaming Attacks Flaming Attacks Loner Loner Skirmish Formation Skirmish Formation"},"1114":{"id":"daemons-of-chaos/unit/brimstone-horrors-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/brimstone-horrors-of-tzeentch-draft-1.5.2.1","title":"Brimstone Horrors Of Tzeentch","pathText":"daemons of chaos unit brimstone horrors of tzeentch draft 1.5.2.1","type":"unit","body":"Brimstone Horrors Cost 38 Base Size 40 x 40 mm Unit Size 2+ Type Brimstone Horrors Of Tzeentch Troop Type Swarms Unit Category Infantry Equipment Hand weapons Special Rules Daemonic Daemons of Tzeentch Flaming Attacks Loner Skirmishers Swarms Infantry Hand Weapon Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Flaming Attacks Loner Skirmishers"},"1115":{"id":"daemons-of-chaos/unit/burning-chariot-of-tzeentch","path":"daemons-of-chaos/unit/burning-chariot-of-tzeentch","title":"Burning Chariot of Tzeentch","pathText":"daemons of chaos unit burning chariot of tzeentch","type":"unit","body":"A Chariot of Tzeentch may only be included in your army as a character’s mount. Its points are added to that of its rider. Burning Chariot of Tzeentch Exalted Flamer Blue Horror Crew (x3) Screamer (x2) Cost 190 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Exalted Flamer: Hand weapon and warpflame Blue Horror Crew: Hand weapons and flames of Tzeentch Screamer: Lamprey's bite Special Rules Close Order Daemonic Daemons of Tzeentch Fly (9) Impact Hits (D6+1) Lore of Daemons Slashing Attack (Screamers only) Options An Exalted Flamer may be a: Level 2 Wizard (+30 points) Level 3 Wizard (+60 points) An Exalted Flamer may purchase Daemonic Gifts up to a total of 50 points Heavy Chariots Chariots Daemonology Dark Magic Elementalism Illusion Hand Weapon Warpflame Hand Weapon Flames of Tzeentch Lamprey's Bite Close Order Close Order Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Lore of Daemons Lore of Daemons Slashing Attack Slashing Attack Daemonic Gifts & Icons"},"1116":{"id":"daemons-of-chaos/unit/burning-chariot-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/burning-chariot-of-tzeentch-draft-1.5.2.1","title":"Burning Chariot Of Tzeentch","pathText":"daemons of chaos unit burning chariot of tzeentch draft 1.5.2.1","type":"unit","body":"Burning Chariot Exalted Flamer Blue Horror Crew (x3) Screamer (x2) Cost 140 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Burning Chariot Of Tzeentch Troop Type Heavy Chariot Unit Category Chariot Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon warpflame Hand weapons flames of Tzeentch Lamprey’s bite Special Rules Close Order Daemonic Daemon of Tzeentch Fly (9) Impact Hits (D6+1) Lore of Daemons Slashing Attack (Screamers only, as described on page 22) Options An Exalted Flamer may purchase Daemonic Gifts up to a total of 50 points An Exalted Flamer may be a: Level 2 Wizard (+30), Level 3 Wizard (+60) Heavy Chariots Chariots Hand Weapon Warpflame Warpflame Hand Weapon Flames Of Tzeentch Flames Of Tzeentch Lamprey’s Bite Lamprey’s Bite Close Order Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Fly (X) Impact Hits (X) Lore of Daemons Slashing Attack Slashing Attack"},"1117":{"id":"daemons-of-chaos/unit/chaos-furies","path":"daemons-of-chaos/unit/chaos-furies","title":"Chaos Furies","pathText":"daemons of chaos unit chaos furies","type":"unit","body":"Chaos Fury Cost 12 Base Size 30 x 30 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Daemonic talons Special Rules Daemonic Fly (8) Furious Charge Skirmishers Swiftstride Vanguard Options Any unit may be: Daemons of Khorne (+2 points) Daemons of Nurgle (+2 points) Daemons of Slaanesh (+2 points) Daemons of Tzeentch (+2 points) Optional Rules Daemons of Khorne Daemons of Nurgle Daemons of Slaanesh Daemons of Tzeentch Regular Infantry Infantry Daemonic Talons Daemonic Talons Daemonic Daemonic Fly (X) Fly (X) Furious Charge Furious Charge Skirmish Formation Skirmish Formation Swiftstride Swiftstride Vanguard Vanguard Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch Daemon of Khorne Daemon of Khorne Daemon of Nurgle Daemon of Nurgle Daemon of Slaanesh Daemon of Slaanesh Daemon of Tzeentch Daemon of Tzeentch"},"1118":{"id":"daemons-of-chaos/unit/chaos-furies-draft-1.5.2.1","path":"daemons-of-chaos/unit/chaos-furies-draft-1.5.2.1","title":"Chaos Furies","pathText":"daemons of chaos unit chaos furies draft 1.5.2.1","type":"unit","body":"Chaos Fury Cost 11 Base Size 30 x 30 mm Unit Size 5+ Type Chaos Furies Troop Type Regular Infantry Unit Category Infantry Equipment Daemonic talons Special Rules Daemonic Fly (8) Skirmishers Swiftstride Vanguard Options Any unit may be: Daemons of Khorne (+2/model), Daemons of Nurgle (+1/model), Daemons of Slaanesh (+2/model), Daemons of Tzeentch (+1/model) Regular Infantry Infantry Daemonic Talons Daemonic Talons Daemonic Daemonic Fly (X) Skirmishers Swiftstride Vanguard"},"1119":{"id":"daemons-of-chaos/unit/chariot-of-tzeentch","path":"daemons-of-chaos/unit/chariot-of-tzeentch","title":"Chariot of Tzeentch","pathText":"daemons of chaos unit chariot of tzeentch","type":"unit","body":"A Chariot of Tzeentch may only be included in your army as a character’s mount. Its points are added to that of its rider. Chariot of Tzeentch Screamer (x2) Cost Override +90 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Screamer: Lamprey's bite Special Rules Close Order Daemonic Daemons of Tzeentch Fly (9) Impact Hits (D6+1) Slashing Attack (Screamers only) Heavy Chariots Chariots Lamprey's Bite Close Order Close Order Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Slashing Attack Slashing Attack"},"1120":{"id":"daemons-of-chaos/unit/chariot-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/chariot-of-tzeentch-draft-1.5.2.1","title":"Chariot of Tzeentch","pathText":"daemons of chaos unit chariot of tzeentch draft 1.5.2.1","type":"unit","body":"Chariot of Tzeentch Screamer (x2) Cost +90 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Chariot Of Tzeentch Troop Type Heavy Chariot Unit Category Chariot Equipment Lamprey’s bite Special Rules Close Order Daemonic Daemon of Tzeentch Fly (9) Impact Hits (D6+1) Slashing Attack (Screamers only, see above) A Chariot of Tzeentch may only be included in your army as a character’s mount. Its points are added to that of its rider. Heavy Chariots Chariots Lamprey’s Bite Lamprey’s Bite Close Order Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Fly (X) Impact Hits (X) Slashing Attack Slashing Attack"},"1121":{"id":"daemons-of-chaos/unit/daemon-prince-daemons-of-chaos","path":"daemons-of-chaos/unit/daemon-prince-daemons-of-chaos","title":"Daemon Prince (Daemons of Chaos)","pathText":"daemons of chaos unit daemon prince daemons of chaos","type":"unit","body":"Daemon Prince Cost 210 Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon ensorcelled weapon light armour Special Rules Chaos Armour Daemonic Infernal Favour (2) Lore of Daemons Options May replace light armour with heavy armour (+6 points) May have the Fly (9) special rule (+30 points) May be one of the following: Daemon of Khorne (+10 points) Daemon of Nurgle (+10 points) Daemons of Slaanesh (+10 points) Daemons of Tzeentch (+10 points) Unless it is a Daemon of Khorne, a Daemon Prince may be a Wizard: Level 1 (+25 points) Level 2 (+50 points) Level 3 (+75 points) Level 4 (+100 points) May purchase Daemonic Gifts up to a total of 100 points Optional Rules Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch Monstrous Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Hand Weapon Hand Weapon Ensorcelled Weapon Ensorcelled Weapon Light Armour Light Armour Chaos Armour (Daemons of Chaos) Chaos Armour (Daemons of Chaos) Daemonic Daemonic Infernal Favour (X) Infernal Favour (X) Lore of Daemons Lore of Daemons Light Armour Heavy Armour Fly (X) Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch Daemon of Khorne Daemonic Gifts & Icons Daemon of Khorne Daemon of Khorne Daemon of Nurgle Daemon of Nurgle Daemon of Slaanesh Daemon of Slaanesh Daemon of Tzeentch Daemon of Tzeentch"},"1122":{"id":"daemons-of-chaos/unit/daemon-prince-draft-1.5.2.1","path":"daemons-of-chaos/unit/daemon-prince-draft-1.5.2.1","title":"Daemon Prince","pathText":"daemons of chaos unit daemon prince draft 1.5.2.1","type":"unit","body":"Daemon Prince Cost 210 Base Size 50 x 50 mm (min) to 60x60 mm (max) Unit Size 1 Type Daemon Princes Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon ensorcelled weapon light armour Special Rules Chaos Armour Daemonic Infernal Favour (2) Lore of Daemons Regeneration (5+) Singular Essence Options May replace light armour with heavy armour (+6) May have the Fly (9) special rule (+30) May be one of the following: Daemon of Khorne (+10), Daemon of Nurgle (+10), Daemon of Slaanesh (+10), Daemon of Tzeentch (+10) Unless it is a Daemon of Khorne, a Daemon Prince may be a Wizard: Level 1 (+25), Level 2 (+50), Level 3 (+75), Level 4 (+100) May purchase Daemonic Gifts up to a total of 100 points Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Ensorcelled weapon Ensorcelled weapon Light Armour Chaos Armour Chaos Armour Daemonic Daemonic Infernal Favour (X) Infernal Favour (X) Lore of Daemons Regeneration (X+) Singular Essence Singular Essence"},"1123":{"id":"daemons-of-chaos/unit/daemonettes-of-slaanesh","path":"daemons-of-chaos/unit/daemonettes-of-slaanesh","title":"Daemonettes of Slaanesh","pathText":"daemons of chaos unit daemonettes of slaanesh","type":"unit","body":"Daemonette Alluress Cost 11 Base Size 25 x 25 mm Unit Size 6+ Troop Type Regular Infantry Unit Category Infantry Equipment Piercing claws Special Rules Close Order Daemonic Daemons of Slaanesh Options Any unit may: Upgrade one model to an Alluress (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) May purchase a Daemonic Icon worth up to 50 points Regular Infantry Infantry Piercing Claws Piercing Claws Close Order Close Order Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Daemonic Gifts & Icons"},"1124":{"id":"daemons-of-chaos/unit/daemonettes-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/daemonettes-of-slaanesh-draft-1.5.2.1","title":"Daemonettes Of Slaanesh","pathText":"daemons of chaos unit daemonettes of slaanesh draft 1.5.2.1","type":"unit","body":"Daemonette Alluress Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Daemonettes Of Slaanesh Troop Type Regular Infantry Unit Category Infantry Equipment Piercing claws Special Rules Open Order Daemonic Daemons of Slaanesh Options Any unit may: Upgrade one model to an Alluress (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), May purchase a Daemonic Icon worth up to 50 points An Alluress may purchase Daemonic Gifts up to a total of 25 points Regular Infantry Infantry Piercing Claws Piercing Claws Open Order Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh"},"1125":{"id":"daemons-of-chaos/unit/daemonic-herald-of-khorne","path":"daemons-of-chaos/unit/daemonic-herald-of-khorne","title":"Daemonic Herald of Khorne","pathText":"daemons of chaos unit daemonic herald of khorne","type":"unit","body":"Herald of Khorne Cost 80 Base Size 30 x 30 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hellblade calloused hide (counts as light armour) Special Rules Daemonic Daemons of Khorne Furious Charge Impetuous Infernal Favour (1) Magic Resistance (-1) Options May be mounted on a: Juggernaut of Khorne (+50 points) Blood Throne of Khorne (+160 points) May purchase Daemonic Gifts up to a total of 50 points Note that Furious Charge does not apply to this model's mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hellblade Hellblade Light Armour Light Armour Daemonic Daemonic Daemon of Khorne Daemon of Khorne Furious Charge Furious Charge Impetuous Impetuous Infernal Favour (X) Infernal Favour (X) Magic Resistance (-X) Magic Resistance (-X) Juggernaut of Khorne Blood Throne of Khorne Daemonic Gifts & Icons"},"1126":{"id":"daemons-of-chaos/unit/daemonic-herald-of-nurgle","path":"daemons-of-chaos/unit/daemonic-herald-of-nurgle","title":"Daemonic Herald of Nurgle","pathText":"daemons of chaos unit daemonic herald of nurgle","type":"unit","body":"Herald of Nurgle Cost 95 Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Plaguesword Special Rules Daemonic Daemon of Nurgle Infernal Favour (1) Lore of Daemons Poisoned Attacks Regeneration (6+) Options May take death's heads (+10 points) May be a: Level 1 Wizard (+30 points) Level 2 Wizard (+60 points) May be mounted on a Palanquin of Nurgle (+40 points) May purchase Daemonic Gifts up to a total of 50 points Optional Rules Death's Heads Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Plaguesword Plaguesword Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Infernal Favour (X) Infernal Favour (X) Lore of Daemons Lore of Daemons Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Death's Heads Palanquin of Nurgle Daemonic Gifts & Icons Death's Heads"},"1127":{"id":"daemons-of-chaos/unit/daemonic-herald-of-slaanesh","path":"daemons-of-chaos/unit/daemonic-herald-of-slaanesh","title":"Daemonic Herald of Slaanesh","pathText":"daemons of chaos unit daemonic herald of slaanesh","type":"unit","body":"Herald of Slaanesh Cost 85 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Illusion Equipment Piercing claws Special Rules Daemonic Daemon of Slaanesh Infernal Favour (1) Lore of Daemons Options May be a: Level 1 Wizard (+30 points) Level 2 Wizard (+60 points) May be mounted on a: Steed of Slaanesh (+16 points) Seeker Chariot (+100 points) Exalted Seeker Chariot (+185 points) May purchase Daemonic Gifts up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Daemonology Dark Magic Illusion Piercing Claws Piercing Claws Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Infernal Favour (X) Infernal Favour (X) Lore of Daemons Lore of Daemons Steed of Slaanesh Seeker Chariot of Slaanesh Exalted Seeker Chariot of Slaanesh Daemonic Gifts & Icons"},"1128":{"id":"daemons-of-chaos/unit/daemonic-herald-of-tzeentch","path":"daemons-of-chaos/unit/daemonic-herald-of-tzeentch","title":"Daemonic Herald of Tzeentch","pathText":"daemons of chaos unit daemonic herald of tzeentch","type":"unit","body":"Herald of Tzeentch Cost 90 Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon flames of Tzeentch Special Rules Daemonic Daemon of Tzeentch Infernal Favour (1) Lore of Daemons Options May be a: Level 2 Wizard (+30 points) Level 3 Wizard (+60 points) May be mounted on a: Disc of Tzeentch (+20 points) Chariot of Tzeentch (+90 points) Burning Chariot of Tzeentch (+190 points) May purchase Daemonic Gifts up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Flames of Tzeentch Flames of Tzeentch Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Infernal Favour (X) Infernal Favour (X) Lore of Daemons Lore of Daemons Disc of Tzeentch Chariot of Tzeentch Burning Chariot of Tzeentch Daemonic Gifts & Icons"},"1129":{"id":"daemons-of-chaos/unit/disc-of-tzeentch","path":"daemons-of-chaos/unit/disc-of-tzeentch","title":"Disc of Tzeentch","pathText":"daemons of chaos unit disc of tzeentch","type":"unit","body":"Disc of Tzeentch Cost Override +20 points Base Size 50 x 50 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Tentacles (counts as a hand weapon) Special Rules Daemonic Daemon of Tzeentch Fly (10) Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Fly (X) Fly (X) Swiftstride Swiftstride"},"1130":{"id":"daemons-of-chaos/unit/disc-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/disc-of-tzeentch-draft-1.5.2.1","title":"Disc Of Tzeentch","pathText":"daemons of chaos unit disc of tzeentch draft 1.5.2.1","type":"unit","body":"Disc of Tzeentch Cost +35 Base Size 50 x 50 mm Unit Size 1 Type Disc Of Tzeentch Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Tentacles (counts as a hand weapon) Special Rules Daemonic Daemon of Tzeentch Fly (10) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Fly (X) Swiftstride"},"1131":{"id":"daemons-of-chaos/unit/exalted-seeker-chariot-of-slaanesh","path":"daemons-of-chaos/unit/exalted-seeker-chariot-of-slaanesh","title":"Exalted Seeker Chariot of Slaanesh","pathText":"daemons of chaos unit exalted seeker chariot of slaanesh","type":"unit","body":"An Exalted Seeker Chariot of Slaanesh may only be included in your army as a character's mount. Its points are added to that of its rider. Exalted Seeker Chariot Daemonette Crew (x3) Steed of Slaanesh (x4) Cost Override +185 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Daemonette Crew: Piercing claws Steeds of Slaanesh: Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Close Order Daemonic Daemons of Slaanesh First Charge Impact Hits (D6+1) Poisoned Attacks (Steed of Slaanesh only) Heavy Chariots Chariots Piercing Claws Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh First Charge First Charge Impact Hits (X) Impact Hits (X) Poisoned Attacks Poisoned Attacks"},"1132":{"id":"daemons-of-chaos/unit/exalted-seeker-chariot-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/exalted-seeker-chariot-of-slaanesh-draft-1.5.2.1","title":"Exalted Seeker Chariot Of Slaanesh","pathText":"daemons of chaos unit exalted seeker chariot of slaanesh draft 1.5.2.1","type":"unit","body":"Exalted Seeker Chariot Daemonette Crew (x3) Steed of Slaanesh (x4) Cost +140 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Type Exalted Seeker Chariot Of Slaanesh Troop Type Heavy Chariot Unit Category Chariot Equipment Piercing claws Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Close Order Counter Charge Daemonic Daemon of Slaanesh First Charge Impact Hits (D6+1) Poisoned Attacks (Steed of Slaanesh only) An Exalted Seeker Chariot of Slaanesh may only be included in your army as a character’s mount. Its points are added to that of its rider. Heavy Chariots Chariots Piercing Claws Piercing Claws Hand Weapon Armour Bane (X) Close Order Counter Charge Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh First Charge Impact Hits (X) Poisoned Attacks"},"1133":{"id":"daemons-of-chaos/unit/fiends-of-slaanesh","path":"daemons-of-chaos/unit/fiends-of-slaanesh","title":"Fiends of Slaanesh","pathText":"daemons of chaos unit fiends of slaanesh","type":"unit","body":"Fiend of Slaanesh Cost 66 Base Size 50 x 75 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Piercing claws venomous tail Special Rules Close Order Daemonic Daemons of Slaanesh Soporific Musk Swiftstride Monstrous Cavalry Cavalry Piercing Claws Piercing Claws Venomous Tail Venomous Tail Close Order Close Order Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Soporific Musk Soporific Musk Swiftstride Swiftstride"},"1134":{"id":"daemons-of-chaos/unit/fiends-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/fiends-of-slaanesh-draft-1.5.2.1","title":"Fiends Of Slaanesh","pathText":"daemons of chaos unit fiends of slaanesh draft 1.5.2.1","type":"unit","body":"Fiend of Slaanesh Cost 46 Base Size 50 x 75 mm Unit Size 2+ Type Fiends Of Slaanesh Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Piercing claws venomous tail Special Rules Close Order Daemonic Daemons of Slaanesh Soporific Musk Swiftstride Monstrous Cavalry Cavalry Piercing Claws Piercing Claws Venomous tail Venomous tail Close Order Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh Soporific Musk Soporific Musk Swiftstride"},"1135":{"id":"daemons-of-chaos/unit/flamers-of-tzeentch","path":"daemons-of-chaos/unit/flamers-of-tzeentch","title":"Flamers of Tzeentch","pathText":"daemons of chaos unit flamers of tzeentch","type":"unit","body":"Flamer Pyroclaster Exalted Flamer Cost 40 Base Size 30 x 30 mm Unit Size 3-6 Troop Type Regular Infantry Unit Category Infantry Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapons warpflame Special Rules Daemonic Daemons of Tzeentch Flaming Attacks Infernal Favour (1, Exalted Flamer only) Lore of Daemons (Exalted Flamer only) Move Through Cover Skirmishers Options Any unit may upgrade one model to a Pyroclaster (champion) (+7 points per unit) A Pyroclaster may be upgraded to an Exalted Flamer (champion) (+40 points) An Exalted Flamer may be a: Level 2 Wizard (+30 points) Level 3 Wizard (+60 points) An Exalted Flamer may purchase Daemonic Gifts up to a total of 50 points Regular Infantry Infantry Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Warpflame Warpflame Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Flaming Attacks Flaming Attacks Infernal Favour (X) Infernal Favour (X) Lore of Daemons Lore of Daemons Move Through Cover Move Through Cover Skirmish Formation Skirmish Formation Daemonic"},"1136":{"id":"daemons-of-chaos/unit/flamers-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/flamers-of-tzeentch-draft-1.5.2.1","title":"Flamers Of Tzeentch","pathText":"daemons of chaos unit flamers of tzeentch draft 1.5.2.1","type":"unit","body":"Flamer Pyroclaster Exalted Flamer Cost 40 Base Size 30 x 30 mm Unit Size 3-6 Type Flamers Of Tzeentch Troop Type Regular Infantry Unit Category Infantry Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapons warpflame Special Rules Daemonic Daemons of Tzeentch Flaming Attacks Infernal Favour (1, Exalted Flamer only) Lore of Daemons (Exalted Flamer only) Move through Cover Skirmishers Options Any unit may upgrade one model to a Pyroclaster (champion) (+7) A Pyroclaster may be upgraded to an Exalted Flamer (champion) (+30) An Exalted Flamer may purchase Daemonic Gifts up to a total of 50 points An Exalted Flamer may be a: Level 2 Wizard (+30), Level 3 Wizard (+60) Regular Infantry Infantry Hand Weapon Warpflame Warpflame Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Flaming Attacks Infernal Favour (X) Infernal Favour (X) Lore of Daemons Move Through Cover Skirmishers"},"1137":{"id":"daemons-of-chaos/unit/flesh-hounds-of-khorne","path":"daemons-of-chaos/unit/flesh-hounds-of-khorne","title":"Flesh Hounds of Khorne","pathText":"daemons of chaos unit flesh hounds of khorne","type":"unit","body":"Flesh Hound Cost 32 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws fangs (counts as hand weapons) calloused hides (counts as light armour) Special Rules Armour Bane (1) Close Order Counter Charge Daemonic Daemons of Khorne Impetuous Magic Resistance (-2) Options 0-1 unit per 1,000 points may: The Ambushers special rule (+3 points per model) The Vanguard special rule (+2 points per model) Optional Rules Ambushers Vanguard Heavy Cavalry Cavalry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Counter Charge Counter Charge Daemonic Daemonic Daemon of Khorne Daemon of Khorne Impetuous Impetuous Magic Resistance (-X) Magic Resistance (-X) Ambushers Vanguard Ambushers Ambushers Vanguard Vanguard"},"1138":{"id":"daemons-of-chaos/unit/flesh-hounds-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/flesh-hounds-of-khorne-draft-1.5.2.1","title":"Flesh Hounds Of Khorne","pathText":"daemons of chaos unit flesh hounds of khorne draft 1.5.2.1","type":"unit","body":"Flesh Hound Cost 30 Base Size 30 x 60 mm Unit Size 4+ Type Flesh Hounds Of Khorne Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws and fangs (counts as hand weapons) daemonic talons brazen scales (counts as heavy armour) Special Rules Armour Bane (1) Close Order Counter Charge Daemonic Daemons of Khorne Impetuous Magic Resistance (-2) Swiftstride Options 0-1 unit per 1,000 points may: The Ambushers special rule (+3/model), The Vanguard special rule (+2/model) Heavy Cavalry Cavalry Hand Weapon Daemonic Talons Daemonic Talons Heavy Armour Armour Bane (X) Close Order Counter Charge Daemonic Daemonic Daemons of Khorne Daemons of Khorne Impetuous Magic Resistance (-X) Swiftstride"},"1139":{"id":"daemons-of-chaos/unit/great-unclean-one","path":"daemons-of-chaos/unit/great-unclean-one","title":"Great Unclean One","pathText":"daemons of chaos unit great unclean one","type":"unit","body":"Great Unclean One Cost 330 Base Size 50 x 50 mm (min), 150 x 100 mm (max) Unit Size 1 Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon Special Rules Daemonic Daemon of Nurgle Infernal Favour (2) Large Target Lore of Daemons Poisoned Attacks Regeneration (5+) Stomp Attacks (D3+1) Terror Options May take one of the following: Additional hand weapon (+6 points) Bilesword (+10 points) Plagueflail (+25 points) May be a: Level 2 Wizard (+30 points) Level 3 Wizard (+60 points) Level 4 Wizard (+90 points) May purchase Daemonic Gifts up to a total of 100 points Optional Rules Bilesword Plagueflail Behemoths Characters (Troop Types) Monsters Battle Magic Daemonology Dark Magic Hand Weapon Hand Weapon Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Infernal Favour (X) Infernal Favour (X) Large Target Large Target Lore of Daemons Lore of Daemons Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Terror Terror Two Hand Weapons/Additional Hand Weapon Bilesword Plagueflail Daemonic Gifts & Icons Bilesword Bilesword Plagueflail Plagueflail"},"1140":{"id":"daemons-of-chaos/unit/great-unclean-one-draft-1.5.2.1","path":"daemons-of-chaos/unit/great-unclean-one-draft-1.5.2.1","title":"Great Unclean One","pathText":"daemons of chaos unit great unclean one draft 1.5.2.1","type":"unit","body":"Great Unclean One Cost 360 Base Size 50 x 50 mm (min), 150 x 100 mm (max) Unit Size 1 Type Great Unclean One – Greater Daemon Of Nurgle Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon Special Rules Close Order Daemonic Daemon of Nurgle Infernal Favour (2) Large Target Lore of Daemons Poisoned Attacks Regeneration (5+) Singular Essence Stomp Attacks (D3+1) Terror Options May take one of the following: Additional hand weapon (+6), Bilesword (+10), Plagueflail (+25) May be a: Level 4 Wizard (+30) May purchase Daemonic Gifts up to a total of 100 points Behemoths Characters (Troop Types) Monsters Hand Weapon Close Order Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Infernal Favour (X) Infernal Favour (X) Large Target Lore of Daemons Poisoned Attacks Regeneration (X+) Singular Essence Singular Essence Stomp Attacks (X) Terror"},"1141":{"id":"daemons-of-chaos/unit/hellflayer-of-slaanesh","path":"daemons-of-chaos/unit/hellflayer-of-slaanesh","title":"Hellflayer of Slaanesh","pathText":"daemons of chaos unit hellflayer of slaanesh","type":"unit","body":"Hellflayer Exalted Alluress Daemonette Crew (x2) Steed of Slaanesh (x2) Cost 145 Base Size 100 x 60 mm Unit Size 1 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Exalted Alluress: Piercing claws Daemonette Crew: Piercing claws Steeds of Slaanesh: Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Close Order Counter Charge Daemonic Daemons of Slaanesh First Charge Impact Hits (2D6+1) Poisoned Attacks (Steed of Slaanesh only) Swiftstride Light Chariots Chariots Piercing Claws Piercing Claws Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Counter Charge Counter Charge Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh First Charge First Charge Impact Hits (X) Impact Hits (X) Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"1142":{"id":"daemons-of-chaos/unit/hellflayer-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/hellflayer-of-slaanesh-draft-1.5.2.1","title":"Hellflayer Of Slaanesh","pathText":"daemons of chaos unit hellflayer of slaanesh draft 1.5.2.1","type":"unit","body":"Hellflayer Exalted Alluress Daemonette Crew (x2) Steed of Slaanesh (x2) Cost 125 Base Size 100 x 60 mm Unit Size 1 Armour Value 5+ Type Hellflayer Of Slaanesh Troop Type Light Chariot Unit Category Chariot Equipment Piercing claws Piercing claws Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Close Order Counter Charge Daemonic Daemonic Charge (-1) Daemon of Slaanesh First Charge Impact Hits (2D6+1) Open Order Poisoned Attacks (Steed of Slaanesh only) Swiftstride Light Chariots Chariots Piercing Claws Piercing Claws Piercing Claws Piercing Claws Hand Weapon Armour Bane (X) Close Order Counter Charge Daemonic Daemonic Daemonic Charge (-X) Daemonic Charge (-X) Daemons of Slaanesh Daemons of Slaanesh First Charge Impact Hits (X) Open Order Poisoned Attacks Swiftstride"},"1143":{"id":"daemons-of-chaos/unit/herald-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/herald-of-khorne-draft-1.5.2.1","title":"Herald of Khorne","pathText":"daemons of chaos unit herald of khorne draft 1.5.2.1","type":"unit","body":"Herald of Khorne Cost 80 Base Size 30 x 30 mm Unit Size 1 Type Daemonic Herald Of Khorne Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hellblade brazen scales (counts as heavy armour) Special Rules Daemonic Daemon of Khorne Impetuous Infernal Favour (1) Magic Resistance (-2) Locus of Wrath Options May be mounted on a: Juggernaut of Khorne (+50), Blood Throne of Khorne (Free) May purchase Daemonic Gifts up to a total of 50 points Heavy Infantry Characters (Troop Types) Infantry Hellblade Hellblade Heavy Armour Daemonic Daemonic Daemons of Khorne Daemons of Khorne Impetuous Infernal Favour (X) Infernal Favour (X) Magic Resistance (-X) Locus of Wrath Locus of Wrath Juggernaut of Khorne Blood Throne Of Khorne"},"1144":{"id":"daemons-of-chaos/unit/herald-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/unit/herald-of-nurgle-draft-1.5.2.1","title":"Herald of Nurgle","pathText":"daemons of chaos unit herald of nurgle draft 1.5.2.1","type":"unit","body":"Herald of Nurgle Cost 95 Base Size 30 x 30 mm Unit Size 1 Type Daemonic Herald Of Nurgle Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Plaguesword Special Rules Daemonic Daemon of Nurgle Infernal Favour (1) Locus of Fecundity Lore of Daemons Poisoned Attacks Options May take death’s heads (+10) May be a: Level 2 Wizard (+30) May be mounted on a Palanquin of Nurgle (+40) May purchase Daemonic Gifts up to a total of 50 points Heavy Infantry Characters (Troop Types) Infantry Plaguesword Plaguesword Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Infernal Favour (X) Infernal Favour (X) Locus of Fecundity Locus of Fecundity Lore of Daemons Poisoned Attacks Palanquin of Nurgle"},"1145":{"id":"daemons-of-chaos/unit/herald-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/herald-of-slaanesh-draft-1.5.2.1","title":"Herald of Slaanesh","pathText":"daemons of chaos unit herald of slaanesh draft 1.5.2.1","type":"unit","body":"Herald of Slaanesh Cost 85 Base Size 25 x 25 mm Unit Size 1 Type Daemonic Herald Of Slaanesh Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Illusion Equipment Piercing claws Special Rules Daemonic Daemon of Slaanesh Infernal Favour (1) Lore of Daemons Options May be a: Level 2 Wizard (+30) May be mounted on a: Steed of Slaanesh (+16), Seeker Chariot (Free), Exalted Seeker Chariot (Free) May purchase Daemonic Gifts up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Piercing Claws Piercing Claws Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh Infernal Favour (X) Infernal Favour (X) Lore of Daemons Steed Of Slaanesh Seeker Chariot Of Slaanesh Exalted Seeker Chariot Of Slaanesh"},"1146":{"id":"daemons-of-chaos/unit/herald-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/herald-of-tzeentch-draft-1.5.2.1","title":"Herald of Tzeentch","pathText":"daemons of chaos unit herald of tzeentch draft 1.5.2.1","type":"unit","body":"Herald of Tzeentch Cost 90 Base Size 30 x 30 mm Unit Size 1 Type Daemonic Herald Of Tzeentch Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon flames of Tzeentch Special Rules Daemonic Daemon of Tzeentch Infernal Favour (1) Locus of Change Lore of Daemons Options May be a: Level 2 Wizard (+30), Level 3 Wizard (+60) May be mounted on a: Disc of Tzeentch (+35), Chariot of Tzeentch (Free) May purchase Daemonic Gifts up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Flames Of Tzeentch Flames Of Tzeentch Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Infernal Favour (X) Infernal Favour (X) Locus of Change Locus of Change Lore of Daemons Disc Of Tzeentch Chariot of Tzeentch"},"1147":{"id":"daemons-of-chaos/unit/juggernaut-of-khorne","path":"daemons-of-chaos/unit/juggernaut-of-khorne","title":"Juggernaut of Khorne","pathText":"daemons of chaos unit juggernaut of khorne","type":"unit","body":"Juggernaut of Khorne Cost Override +50 points Base Size 50 x 75 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Brass bound hooves brazen hide (counts as barding) Special Rules Armoured Hide (1) Daemonic Daemon of Khorne First Charge Impact Hits (2) Swiftstride Monstrous Cavalry Cavalry Brass Bound Hooves Brass Bound Hooves Barding Barding Armoured Hide (X) Armoured Hide (X) Daemonic Daemonic Daemon of Khorne Daemon of Khorne First Charge First Charge Impact Hits (X) Impact Hits (X) Swiftstride Swiftstride"},"1148":{"id":"daemons-of-chaos/unit/juggernaut-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/juggernaut-of-khorne-draft-1.5.2.1","title":"Juggernaut of Khorne","pathText":"daemons of chaos unit juggernaut of khorne draft 1.5.2.1","type":"unit","body":"Juggernaut of Khorne Cost +50 Base Size 50 x 75 mm Unit Size 1 Type Juggernaut Of Khorne Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Brass bound hooves brazen hide (counts as barding) Special Rules Armoured Hide (1) Daemonic Daemonic Charge (-2) Daemon of Khorne First Charge Impact Hits (2) Swiftstride Monstrous Cavalry Cavalry Brass bound hooves Brass bound hooves Barding Armoured Hide (X) Daemonic Daemonic Daemonic Charge (-X) Daemonic Charge (-X) Daemons of Khorne Daemons of Khorne First Charge Impact Hits (X) Swiftstride"},"1149":{"id":"daemons-of-chaos/unit/keeper-of-secrets","path":"daemons-of-chaos/unit/keeper-of-secrets","title":"Keeper of Secrets","pathText":"daemons of chaos unit keeper of secrets","type":"unit","body":"Keeper of Secrets Cost 330 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Illusion Equipment Impaling claws Special Rules Daemonic Daemon of Slaanesh Infernal Favour (2) Large Target Lore of Daemons Stomp Attacks (D3) Swiftstride Terror Options May be a: Level 2 Wizard (+30 points) Level 3 Wizard (+60 points) Level 4 Wizard (+90 points) May purchase Daemonic Gifts up to a total of 100 points Behemoths Characters (Troop Types) Monsters Daemonology Dark Magic Illusion Impaling Claws Impaling Claws Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Infernal Favour (X) Infernal Favour (X) Large Target Large Target Lore of Daemons Lore of Daemons Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Daemonic Gifts & Icons"},"1150":{"id":"daemons-of-chaos/unit/keeper-of-secrets-draft-1.5.2.1","path":"daemons-of-chaos/unit/keeper-of-secrets-draft-1.5.2.1","title":"Keeper of Secrets","pathText":"daemons of chaos unit keeper of secrets draft 1.5.2.1","type":"unit","body":"Keeper of Secrets Cost 330 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Type Keeper Of Secrets – Greater Daemon Of Slaanesh Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Illusion Equipment Hand weapon Impaling claws Special Rules Close Order Daemonic Daemon of Slaanesh Evasive Infernal Favour (2) Large Target Lore of Daemons Reserve Move Stomp Attacks (D3+1) Swiftstride Terror Options May be a: Level 2 Wizard (+30), Level 3 Wizard (+60), Level 4 Wizard (+90) May purchase Daemonic Gifts up to a total of 100 points Behemoths Characters (Troop Types) Monsters Hand Weapon Impaling claws Impaling claws Close Order Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh Evasive Infernal Favour (X) Infernal Favour (X) Large Target Lore of Daemons Reserve Move Stomp Attacks (X) Swiftstride Terror"},"1151":{"id":"daemons-of-chaos/unit/lord-of-change","path":"daemons-of-chaos/unit/lord-of-change","title":"Lord of Change","pathText":"daemons of chaos unit lord of change","type":"unit","body":"Lord of Change Cost 310 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 2 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon staff of Tzeentch (counts as great weapon) Special Rules Daemonic Daemon of Tzeentch Flaming Attacks Fly (9) Infernal Favour (2) Large Target Lore of Daemons Stomp Attacks (D3) Swiftstride Terror Options May take a Tzeentchian Wand (+20 points) May be a: Level 3 Wizard (+60 points) Level 4 Wizard (+90 points) May purchase Daemonic Gifts up to a total of 100 points Optional Rules Tzeentchian Wand Behemoths Characters (Troop Types) Monsters Battle Magic Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Great Weapon Great Weapon Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Flaming Attacks Flaming Attacks Fly (X) Fly (X) Infernal Favour (X) Infernal Favour (X) Large Target Large Target Lore of Daemons Lore of Daemons Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Tzeentchian Wand Daemonic Gifts & Icons Tzeentchian Wand"},"1152":{"id":"daemons-of-chaos/unit/lord-of-change-draft-1.5.2.1","path":"daemons-of-chaos/unit/lord-of-change-draft-1.5.2.1","title":"Lord of Change","pathText":"daemons of chaos unit lord of change draft 1.5.2.1","type":"unit","body":"Lord of Change Cost 340 Base Size 50 x 50 mm (min), 100 x 150 mm (max) Unit Size 1 Type Lord Of Change – Greater Daemon Of Tzeentch Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon staff of Tzeentch (counts as great weapon) Special Rules Close Order Daemonic Daemon of Tzeentch Flaming Attacks Fly (9) Infernal Favour (2) Large Target Lore of Daemons Stomp Attacks (D3) Singular Essence Swiftstride Terror Options May take a Tzeentchian Wand (+20) Level 4 Wizard (+30) May purchase Daemonic Gifts up to a total of 100 points Behemoths Characters (Troop Types) Monsters Hand Weapon Great Weapon Close Order Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Flaming Attacks Fly (X) Infernal Favour (X) Infernal Favour (X) Large Target Lore of Daemons Stomp Attacks (X) Singular Essence Singular Essence Swiftstride Terror"},"1153":{"id":"daemons-of-chaos/unit/nurglings","path":"daemons-of-chaos/unit/nurglings","title":"Nurglings","pathText":"daemons of chaos unit nurglings","type":"unit","body":"Nurglings Cost 45 Base Size 40 x 40 mm Unit Size 3+ Troop Type Swarm Unit Category Infantry Equipment Hand weapons Special Rules Daemonic Daemons of Nurgle Loner Poisoned Attacks Random Attacks Regeneration (6+) Skirmishers Swarms Infantry Hand Weapon Hand Weapon Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Loner Loner Poisoned Attacks Poisoned Attacks Random Attacks Random Attacks Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation"},"1154":{"id":"daemons-of-chaos/unit/nurglings-draft-1.5.2.1","path":"daemons-of-chaos/unit/nurglings-draft-1.5.2.1","title":"Nurglings","pathText":"daemons of chaos unit nurglings draft 1.5.2.1","type":"unit","body":"Nurglings Cost 45 Base Size 40 x 40 mm Unit Size 3+ Type Nurglings Troop Type Swarms Unit Category Infantry Equipment Hand weapons Special Rules Daemonic Daemons of Nurgle Loner Poisoned Attacks Random Attacks Regeneration (6+) Scouts Skirmishers Swarms Infantry Hand Weapon Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Loner Poisoned Attacks Random Attacks Regeneration (X+) Scouts Skirmishers"},"1155":{"id":"daemons-of-chaos/unit/palanquin-of-nurgle","path":"daemons-of-chaos/unit/palanquin-of-nurgle","title":"Palanquin of Nurgle","pathText":"daemons of chaos unit palanquin of nurgle","type":"unit","body":"Palanquin of Nurgle Cost Override +40 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Many grasping claws (counts as a hand weapon) Special Rules Daemonic Daemon of Nurgle Poisoned Attacks Random Attacks Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Poisoned Attacks Poisoned Attacks Random Attacks Random Attacks"},"1156":{"id":"daemons-of-chaos/unit/palanquin-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/unit/palanquin-of-nurgle-draft-1.5.2.1","title":"Palanquin of Nurgle","pathText":"daemons of chaos unit palanquin of nurgle draft 1.5.2.1","type":"unit","body":"Palanquin of Nurgle Cost +40 Base Size 50 x 50 mm min, 60 x 60 mm max Unit Size 1 Type Palanquin Of Nurgle Troop Type Heavy Infantry Unit Category Infantry Equipment Many grasping claws (counts as a hand weapon) Special Rules Daemonic Daemon of Nurgle Poisoned Attacks Random Attacks Heavy Infantry Infantry Hand Weapon Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Poisoned Attacks Random Attacks"},"1157":{"id":"daemons-of-chaos/unit/pink-horrors-of-tzeentch","path":"daemons-of-chaos/unit/pink-horrors-of-tzeentch","title":"Pink Horrors of Tzeentch","pathText":"daemons of chaos unit pink horrors of tzeentch","type":"unit","body":"Pink Horror Iridescent Horror Cost 12 Base Size 30 x 30 mm Unit Size 9+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons flames of Tzeentch Special Rules Close Order Daemonic Daemons of Tzeentch Scintillating Sorcery Options Any unit may: Upgrade one model to an Iridescent Horror (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) May purchase a Daemonic Icon worth up to 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Flames of Tzeentch Flames of Tzeentch Close Order Close Order Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Scintillating Sorcery Scintillating Sorcery Daemonic Gifts & Icons"},"1158":{"id":"daemons-of-chaos/unit/pink-horrors-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/pink-horrors-of-tzeentch-draft-1.5.2.1","title":"Pink Horrors Of Tzeentch","pathText":"daemons of chaos unit pink horrors of tzeentch draft 1.5.2.1","type":"unit","body":"Pink Horror Iridescent Horror Cost 12 Base Size 30 x 30 mm Unit Size 9+ Type Pink Horrors Of Tzeentch Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons flames of Tzeentch Special Rules Daemonic Daemons of Tzeentch Open Order Scintillating Sorcery Options Any unit may: Upgrade one model to an Iridescent Horror (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), May purchase a Daemonic Icon worth up to 50 points An Iridescent Horror may purchase Daemonic Gifts up to a total of 25 points Regular Infantry Infantry Hand Weapon Flames Of Tzeentch Flames Of Tzeentch Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Open Order Scintillating Sorcery Scintillating Sorcery"},"1159":{"id":"daemons-of-chaos/unit/plague-drones-of-nurgle","path":"daemons-of-chaos/unit/plague-drones-of-nurgle","title":"Plague Drones of Nurgle","pathText":"daemons of chaos unit plague drones of nurgle","type":"unit","body":"Plaguebearer Plagueridden Rot Fly Cost 63 Base Size 50 x 75 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Plaguebearers: Plagueswords and death's heads Rot Flies: Filth-encrusted claws (counts as hand weapons) Special Rules Armour Bane (2, Rot Fly only) Daemonic Daemons of Nurgle Fly (9) Poisoned Attacks Regeneration (6+) Skirmishers Swiftstride Options Any unit may: Upgrade one model to a Plagueridden (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) May purchase a Daemonic Icon worth up to 50 points The entire unit may take any of the following: Plague Proboscis (+2 points per model) Venom sting (+2 points per model) Optional Rules Plague Proboscis Venom Sting Monstrous Cavalry Cavalry Plaguesword Death's Heads Hand Weapon Armour Bane (X) Armour Bane (X) Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Fly (X) Fly (X) Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Swiftstride Swiftstride Daemonic Gifts & Icons Plague Proboscis Venom Sting Plague Proboscis Plague Proboscis Venom Sting Venom Sting"},"1160":{"id":"daemons-of-chaos/unit/plague-drones-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/unit/plague-drones-of-nurgle-draft-1.5.2.1","title":"Plague Drones Of Nurgle","pathText":"daemons of chaos unit plague drones of nurgle draft 1.5.2.1","type":"unit","body":"Plaguebearer Plagueridden Rot Fly Cost 63 Base Size 50 x 75 mm Unit Size 3+ Type Plague Drones Of Nurgle Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Plagueswords death’s heads Filth-encrusted claws (counts as hand weapons) Special Rules Armour Bane (2, Rot Fly only) Daemonic Daemons of Nurgle Fly (9) Poisoned Attacks Regeneration (5+) Skirmishers Swiftstride Options Any unit may: Upgrade one model to a Plagueridden (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), May purchase a Daemonic Icon worth up to 50 points The entire unit may take any of the following: Plague Proboscis (+1 Initiative)* (+1/model), Venom sting (+2/model) A Plagueridden may purchase Daemonic Gifts up to a total of 25 points Monstrous Cavalry Cavalry Plaguesword Death’s Heads Death’s Heads Hand Weapon Armour Bane (X) Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Fly (X) Poisoned Attacks Regeneration (X+) Skirmishers Swiftstride"},"1161":{"id":"daemons-of-chaos/unit/plaguebearers-of-nurgle","path":"daemons-of-chaos/unit/plaguebearers-of-nurgle","title":"Plaguebearers of Nurgle","pathText":"daemons of chaos unit plaguebearers of nurgle","type":"unit","body":"Plaguebearer Plagueridden Cost 13 Base Size 30 x 30 mm Unit Size 7+ Troop Type Regular Infantry Unit Category Infantry Equipment Plagueswords Special Rules Close Order Daemonic Daemons of Nurgle Poisoned Attacks Regeneration (6+) Options Any unit may: Upgrade one model to a Plagueridden (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) May purchase a Daemonic Icon worth up to 50 points Regular Infantry Infantry Plaguesword Plaguesword Close Order Close Order Daemonic Daemonic Daemon of Nurgle Daemon of Nurgle Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Daemonic Gifts & Icons"},"1162":{"id":"daemons-of-chaos/unit/plaguebearers-of-nurgle-draft-1.5.2.1","path":"daemons-of-chaos/unit/plaguebearers-of-nurgle-draft-1.5.2.1","title":"Plaguebearers Of Nurgle","pathText":"daemons of chaos unit plaguebearers of nurgle draft 1.5.2.1","type":"unit","body":"Plaguebearer Plagueridden Cost 12 Base Size 30 x 30 mm Unit Size 5+ Type Plaguebearers Of Nurgle Troop Type Heavy Infantry Unit Category Infantry Equipment Plagueswords Special Rules Close Order Daemonic Daemons of Nurgle Poisoned Attacks Regeneration (6+) Options Any unit may: Upgrade one model to a Plagueridden (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), May purchase a Daemonic Icon worth up to 50 points A Plagueridden may purchase Daemonic Gifts up to a total of 25 points Heavy Infantry Infantry Plaguesword Close Order Daemonic Daemonic Daemons of Nurgle Daemons of Nurgle Poisoned Attacks Regeneration (X+)"},"1163":{"id":"daemons-of-chaos/unit/screamers-of-tzeentch","path":"daemons-of-chaos/unit/screamers-of-tzeentch","title":"Screamers of Tzeentch","pathText":"daemons of chaos unit screamers of tzeentch","type":"unit","body":"Screamer Cost 44 Base Size 40 x 60 mm Unit Size 3+ Troop Type War Beast Unit Category Cavalry Equipment Lamprey's bite Special Rules Daemonic Daemons of Tzeentch Fly (9) Loner Skirmishers Slashing Attack War Beasts Cavalry Lamprey's Bite Lamprey's Bite Daemonic Daemonic Daemon of Tzeentch Daemon of Tzeentch Fly (X) Fly (X) Loner Loner Skirmish Formation Skirmish Formation Slashing Attack Slashing Attack"},"1164":{"id":"daemons-of-chaos/unit/screamers-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/unit/screamers-of-tzeentch-draft-1.5.2.1","title":"Screamers Of Tzeentch","pathText":"daemons of chaos unit screamers of tzeentch draft 1.5.2.1","type":"unit","body":"Screamer Cost 44 Base Size 40 x 60 mm Unit Size 2+ Type Screamers Of Tzeentch Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Lamprey’s bite Special Rules Daemonic Daemons of Tzeentch Fly (9) Skirmishers Slashing Attack Monstrous Cavalry Cavalry Lamprey’s Bite Lamprey’s Bite Daemonic Daemonic Daemons of Tzeentch Daemons of Tzeentch Fly (X) Skirmishers Slashing Attack Slashing Attack"},"1165":{"id":"daemons-of-chaos/unit/seeker-chariot-of-slaanesh","path":"daemons-of-chaos/unit/seeker-chariot-of-slaanesh","title":"Seeker Chariot of Slaanesh","pathText":"daemons of chaos unit seeker chariot of slaanesh","type":"unit","body":"A Seeker Chariot of Slaanesh may be included in your army as a character's mount. If so, its points are added to that of its rider. Seeker Chariot Daemonette Crew (x2) Steed of Slaanesh (x2) Cost 100 Base Size 50 x 100 mm Unit Size 1-3 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Daemonette Crew: Piercing claws Steeds of Slaanesh: Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemons of Slaanesh First Charge Impact Hits (D3+1) Open Order Poisoned Attacks (Steed of Slaanesh only) Swiftstride Light Chariots Chariots Piercing Claws Hand Weapon Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh First Charge First Charge Impact Hits (X) Impact Hits (X) Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"1166":{"id":"daemons-of-chaos/unit/seeker-chariot-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/seeker-chariot-of-slaanesh-draft-1.5.2.1","title":"Seeker Chariot Of Slaanesh","pathText":"daemons of chaos unit seeker chariot of slaanesh draft 1.5.2.1","type":"unit","body":"Seeker Chariot Daemonette Crew (x2) Steed of Slaanesh (x2) Cost 85 Base Size 50 x 100 mm Unit Size 1-3 Armour Value 5+ Type Seeker Chariot Of Slaanesh Troop Type Light Chariot Unit Category Chariot Equipment Piercing claws Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemonic Charge (-1) Daemon of Slaanesh First Charge Impact Hits (D3+1) Open Order Poisoned Attacks (Steed of Slaanesh only) Swiftstride A Seeker Chariot of Slaanesh may be included in your army as a character’s mount. If so, its points are added to that of its rider. Light Chariots Chariots Piercing Claws Piercing Claws Hand Weapon Armour Bane (X) Counter Charge Daemonic Daemonic Daemonic Charge (-X) Daemonic Charge (-X) Daemons of Slaanesh Daemons of Slaanesh First Charge Impact Hits (X) Open Order Poisoned Attacks Swiftstride"},"1167":{"id":"daemons-of-chaos/unit/seekers-of-slaanesh","path":"daemons-of-chaos/unit/seekers-of-slaanesh","title":"Seekers of Slaanesh","pathText":"daemons of chaos unit seekers of slaanesh","type":"unit","body":"Seeker Heartseeker Steed of Slaanesh Cost 21 Base Size 30 x 60 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Seekers: Piercing claws Steeds of Slaanesh: Claws and fangs (counts as a hand weapon) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemons of Slaanesh Fast Cavalry Open Order Poisoned Attacks (Steed of Slaanesh only) Skirmishers Swiftstride Options Any unit may: Upgrade one model to a Heartseeker (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) May purchase a Daemonic Icon worth up to 50 points Light Cavalry Cavalry Piercing Claws Hand Weapon Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Fast Cavalry Fast Cavalry Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Skirmish Formation Skirmish Formation Swiftstride Swiftstride Daemonic Gifts & Icons"},"1168":{"id":"daemons-of-chaos/unit/seekers-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/seekers-of-slaanesh-draft-1.5.2.1","title":"Seekers Of Slaanesh","pathText":"daemons of chaos unit seekers of slaanesh draft 1.5.2.1","type":"unit","body":"Seeker Heartseeker Steed of Slaanesh Cost 19 Base Size 30 x 60 mm Unit Size 5+ Type Seekers Of Slaanesh Troop Type Light Cavalry Unit Category Cavalry Equipment Piercing claws Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemon of Slaanesh Fast Cavalry Open Order Poisoned Attacks (Steed of Slaanesh only) Skirmishers Swiftstride Options Any unit may: Upgrade one model to a Heartseeker (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), May purchase a Daemonic Icon worth up to 50 points A Heartseeker may purchase Daemonic Gifts up to a total of 25 points Light Cavalry Cavalry Piercing Claws Piercing Claws Hand Weapon Armour Bane (X) Counter Charge Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh Fast Cavalry Open Order Poisoned Attacks Skirmishers Swiftstride"},"1169":{"id":"daemons-of-chaos/unit/skull-cannon-of-khorne","path":"daemons-of-chaos/unit/skull-cannon-of-khorne","title":"Skull Cannon of Khorne","pathText":"daemons of chaos unit skull cannon of khorne","type":"unit","body":"Skull Cannon Bloodletter Crew (2x) Cost 185 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Skull Cannon: Brazen wheels and scything blades (counts as a hand weapon) and cannon of Khorne Bloodletter Crew: Hellblades Special Rules Brazen Wheels Close Order Daemonic Daemons of Khorne First Charge Impact Hits (D3+1) Impetuous Stomp Attacks (D3) Heavy Chariots Chariots Hand Weapon Cannon of Khorne Hellblade Brazen Wheels Brazen Wheels Close Order Close Order Daemonic Daemonic Daemon of Khorne Daemon of Khorne First Charge First Charge Impact Hits (X) Impact Hits (X) Impetuous Impetuous Stomp Attacks (X) Stomp Attacks (X)"},"1170":{"id":"daemons-of-chaos/unit/skull-cannon-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/unit/skull-cannon-of-khorne-draft-1.5.2.1","title":"Skull Cannon Of Khorne","pathText":"daemons of chaos unit skull cannon of khorne draft 1.5.2.1","type":"unit","body":"Skull Cannon Bloodletter Crew (x2) Cost 185 Base Size 50 x 100 mm Unit Size 1 Armour Value 3+ Type Skull Cannon Of Khorne Troop Type Heavy Chariot Unit Category Chariot Equipment Brazen wheels and scything blades (counts as a hand weapon) cannon of Khorne Hellblades Special Rules Brazen Wheels Close Order Daemonic Daemon of Khorne First Charge Impact Hits (D3+1) Impetuous Magic Resistance (-1) Stomp Attacks (D3) Heavy Chariots Chariots Hand Weapon Cannon of Khorne Cannon of Khorne Hellblade Brazen Wheels Brazen Wheels Close Order Daemonic Daemonic Daemons of Khorne Daemons of Khorne First Charge Impact Hits (X) Impetuous Magic Resistance (-X) Stomp Attacks (X)"},"1171":{"id":"daemons-of-chaos/unit/soul-grinder","path":"daemons-of-chaos/unit/soul-grinder","title":"Soul Grinder","pathText":"daemons of chaos unit soul grinder","type":"unit","body":"Soul Grinder Cost 255 Base Size 150 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Hand weapon iron claw harvester cannon daemonic flesh (counts as heavy armour) Special Rules Close Order Daemonic Furious Charge Large Target Reserve Move Stomp Attacks (D6+1) Terror Options May be a: Daemon of Khorne (+2 points) Daemon of Nurgle (+2 points) Daemons of Slaanesh (+2 points) Daemons of Tzeentch (+2 points) May take one of the following: Baleful torrent (+25 points) Warp gaze (+30 points) Optional Rules Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch Baleful Torrent Warp Gaze Behemoths Monsters Hand Weapon Hand Weapon Iron Claw Iron Claw Harvester Cannon Harvester Cannon Heavy Armour Heavy Armour Close Order Close Order Daemonic Daemonic Furious Charge Furious Charge Large Target Large Target Reserve Move Reserve Move Stomp Attacks (X) Stomp Attacks (X) Terror Terror Daemon of Khorne Daemon of Nurgle Daemon of Slaanesh Daemon of Tzeentch Baleful Torrent Warp Gaze Daemon of Khorne Daemon of Khorne Daemon of Nurgle Daemon of Nurgle Daemon of Slaanesh Daemon of Slaanesh Daemon of Tzeentch Daemon of Tzeentch Baleful Torrent Baleful Torrent Warp Gaze Warp Gaze"},"1172":{"id":"daemons-of-chaos/unit/soul-grinder-draft-1.5.2.1","path":"daemons-of-chaos/unit/soul-grinder-draft-1.5.2.1","title":"Soul Grinder","pathText":"daemons of chaos unit soul grinder draft 1.5.2.1","type":"unit","body":"Soul Grinder Cost 240 Base Size 150 x 100 mm Unit Size 1 Type Soul Grinder Troop Type Behemoth Unit Category Monster Equipment Hand weapon iron claw harvester cannon Baleful torrent daemonic flesh (counts as full plate) Special Rules Close Order Daemonic Furious Charge Large Target Reserve Move Stomp Attacks (D6+1) Terror Options May be a: Daemon of Khorne (+10), Daemon of Nurgle (+10), Daemon of Slaanesh (+10), Daemon of Tzeentch (+10) May replace Baleful torrent with one of the following: Warp gaze (+30), Phlegm Bombardment (+30) Behemoths Monsters Hand Weapon Iron claw Iron claw Harvester cannon Harvester cannon Baleful torrent Baleful torrent Full Plate Armour Close Order Daemonic Daemonic Furious Charge Large Target Reserve Move Stomp Attacks (X) Terror"},"1173":{"id":"daemons-of-chaos/unit/steed-of-slaanesh","path":"daemons-of-chaos/unit/steed-of-slaanesh","title":"Steed of Slaanesh","pathText":"daemons of chaos unit steed of slaanesh","type":"unit","body":"Steed of Slaanesh Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Claws fangs (counts as a hand weapon) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemon of Slaanesh Fast Cavalry Poisoned Attacks (Steed of Slaanesh only) Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge Daemonic Daemonic Daemon of Slaanesh Daemon of Slaanesh Fast Cavalry Fast Cavalry Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"1174":{"id":"daemons-of-chaos/unit/steed-of-slaanesh-draft-1.5.2.1","path":"daemons-of-chaos/unit/steed-of-slaanesh-draft-1.5.2.1","title":"Steed Of Slaanesh","pathText":"daemons of chaos unit steed of slaanesh draft 1.5.2.1","type":"unit","body":"Steed of Slaanesh Cost +16 Base Size 30 x 60 mm Unit Size 1 Type Steed Of Slaanesh Troop Type Light Cavalry Unit Category Cavalry Equipment Claws and fangs (counts as a hand weapon) Special Rules Armour Bane (1, Steed of Slaanesh only) Counter Charge Daemonic Daemon of Slaanesh Fast Cavalry Poisoned Attacks (Steed of Slaanesh only) Swiftstride Light Cavalry Cavalry Hand Weapon Armour Bane (X) Counter Charge Daemonic Daemonic Daemons of Slaanesh Daemons of Slaanesh Fast Cavalry Poisoned Attacks Swiftstride"},"1175":{"id":"daemons-of-chaos/weapon/baleful-torrent","path":"daemons-of-chaos/weapon/baleful-torrent","title":"Baleful Torrent","pathText":"daemons of chaos weapon baleful torrent","type":"rule","body":"Baleful Torrent Column of Fire Cumbersome Notes: This weapon shoots like a fire thrower, using the Column of Fire special rule. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). Column of Fire Cumbersome Fire Throwers Column of Fire"},"1176":{"id":"daemons-of-chaos/weapon/baleful-torrent-draft-1.5.2.1","path":"daemons-of-chaos/weapon/baleful-torrent-draft-1.5.2.1","title":"Baleful torrent","pathText":"daemons of chaos weapon baleful torrent draft 1.5.2.1","type":"rule","body":"Baleful torrent Column of Fire Cumbersome This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). Column of Fire Cumbersome"},"1177":{"id":"daemons-of-chaos/weapon/bilesword","path":"daemons-of-chaos/weapon/bilesword","title":"Bilesword","pathText":"daemons of chaos weapon bilesword","type":"rule","body":"Bilesword Armour Bane (1) Strike Last Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal). Armour Bane (X) Strike Last Regeneration (X+) Make Armour Saves (Combat) Ward Saves"},"1178":{"id":"daemons-of-chaos/weapon/bilesword-draft-1.5.2.1","path":"daemons-of-chaos/weapon/bilesword-draft-1.5.2.1","title":"Bilesword","pathText":"daemons of chaos weapon bilesword draft 1.5.2.1","type":"rule","body":"Bilesword Armour Bane (1) Strike Last Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal). Armour Bane (X) Strike Last"},"1179":{"id":"daemons-of-chaos/weapon/bloodflail","path":"daemons-of-chaos/weapon/bloodflail","title":"Bloodflail","pathText":"daemons of chaos weapon bloodflail","type":"rule","body":"Bloodflail Armour Bane (1) Multiple Wounds (D3) Notes: A Bloodflail's Strength modifier applies only during the first round of combat. Armour Bane (X) Multiple Wounds (X)"},"1180":{"id":"daemons-of-chaos/weapon/bloodflail-draft-1.5.2.1","path":"daemons-of-chaos/weapon/bloodflail-draft-1.5.2.1","title":"Bloodflail","pathText":"daemons of chaos weapon bloodflail draft 1.5.2.1","type":"rule","body":"Bloodflail Armour Bane (1) Multiple Wounds (D3) A Bloodflail’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Armour Bane (X) Multiple Wounds (X)"},"1181":{"id":"daemons-of-chaos/weapon/brass-bound-hooves","path":"daemons-of-chaos/weapon/brass-bound-hooves","title":"Brass Bound Hooves","pathText":"daemons of chaos weapon brass bound hooves","type":"rule","body":"Brass Bound Hooves -"},"1182":{"id":"daemons-of-chaos/weapon/brass-bound-hooves-draft-1.5.2.1","path":"daemons-of-chaos/weapon/brass-bound-hooves-draft-1.5.2.1","title":"Brass bound hooves","pathText":"daemons of chaos weapon brass bound hooves draft 1.5.2.1","type":"rule","body":"Brass bound hooves"},"1183":{"id":"daemons-of-chaos/weapon/cannon-of-khorne","path":"daemons-of-chaos/weapon/cannon-of-khorne","title":"Cannon of Khorne","pathText":"daemons of chaos weapon cannon of khorne","type":"rule","body":"Solid Shot: Cannon of Khorne Solid Shot Armour Bane (2) Cannon Fire Cumbersome Multiple Wounds (D3) Scatter Shot: Cannon of Khorne Scatter Shot Breath Weapon Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the Cannon Fire special rule. If a 'Misfire' is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table). Armour Bane (X) Cannon Fire Cumbersome Multiple Wounds (X) Breath Weapon Cannon Cannon Fire"},"1184":{"id":"daemons-of-chaos/weapon/cannon-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/weapon/cannon-of-khorne-draft-1.5.2.1","title":"Cannon of Khorne","pathText":"daemons of chaos weapon cannon of khorne draft 1.5.2.1","type":"rule","body":"Solid shot Armour Bane (2) Cannon Fire Cumbersome Multiple Wounds (D3) Scatter shot Cumbersome Needs More Nails A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table). When firing scatter shot, This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). This weapon does not have a 360 line of sight, it can only shoot into the Skull Cannon of Khorne’s front arc. Armour Bane (X) Cannon Fire Cumbersome Multiple Wounds (X) Cumbersome Needs More Nails"},"1185":{"id":"daemons-of-chaos/weapon/daemonic-talons","path":"daemons-of-chaos/weapon/daemonic-talons","title":"Daemonic Talons","pathText":"daemons of chaos weapon daemonic talons","type":"rule","body":"Daemonic Talons -"},"1186":{"id":"daemons-of-chaos/weapon/daemonic-talons-draft-1.5.2.1","path":"daemons-of-chaos/weapon/daemonic-talons-draft-1.5.2.1","title":"Daemonic Talons","pathText":"daemons of chaos weapon daemonic talons draft 1.5.2.1","type":"rule","body":"Daemonic talons"},"1187":{"id":"daemons-of-chaos/weapon/deaths-heads","path":"daemons-of-chaos/weapon/deaths-heads","title":"Death's Heads","pathText":"daemons of chaos weapon deaths heads","type":"rule","body":"Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims. Death's Heads Move & Shoot Multiple Wounds (D3) Move & Shoot Multiple Wounds (X)"},"1188":{"id":"daemons-of-chaos/weapon/deaths-heads-draft-1.5.2.1","path":"daemons-of-chaos/weapon/deaths-heads-draft-1.5.2.1","title":"Death’s Heads","pathText":"daemons of chaos weapon deaths heads draft 1.5.2.1","type":"rule","body":"Death’s heads Move & Shoot Multiple Wounds (D3) Move & Shoot Multiple Wounds (X)"},"1189":{"id":"daemons-of-chaos/weapon/ensorcelled-weapon","path":"daemons-of-chaos/weapon/ensorcelled-weapon","title":"Ensorcelled Weapon","pathText":"daemons of chaos weapon ensorcelled weapon","type":"rule","body":"Ensorcelled Weapon -"},"1190":{"id":"daemons-of-chaos/weapon/ensorcelled-weapon-draft-1.5.2.1","path":"daemons-of-chaos/weapon/ensorcelled-weapon-draft-1.5.2.1","title":"Ensorcelled weapon","pathText":"daemons of chaos weapon ensorcelled weapon draft 1.5.2.1","type":"rule","body":"Ensorcelled weapon"},"1191":{"id":"daemons-of-chaos/weapon/flames-of-tzeentch","path":"daemons-of-chaos/weapon/flames-of-tzeentch","title":"Flames of Tzeentch","pathText":"daemons of chaos weapon flames of tzeentch","type":"rule","body":"From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe. Flames of Tzeentch Flaming Attacks Multiple Shots (2) Quick Shot Flaming Attacks Multiple Shots (X) Quick Shot"},"1192":{"id":"daemons-of-chaos/weapon/flames-of-tzeentch-draft-1.5.2.1","path":"daemons-of-chaos/weapon/flames-of-tzeentch-draft-1.5.2.1","title":"Flames Of Tzeentch","pathText":"daemons of chaos weapon flames of tzeentch draft 1.5.2.1","type":"rule","body":"Flames of Tzeentch Flaming Attacks Multiple Shots (2) Quick Shot Flaming Attacks Multiple Shots (X) Quick Shot"},"1193":{"id":"daemons-of-chaos/weapon/great-axe","path":"daemons-of-chaos/weapon/great-axe","title":"Great Axe","pathText":"daemons of chaos weapon great axe","type":"rule","body":"Great Axe Armour Bane (2) Monster Slayer Requires Two Hands Strike Last Armour Bane (X) Monster Slayer Requires Two Hands Strike Last"},"1194":{"id":"daemons-of-chaos/weapon/great-axe-draft-1.5.2.1","path":"daemons-of-chaos/weapon/great-axe-draft-1.5.2.1","title":"Great axe","pathText":"daemons of chaos weapon great axe draft 1.5.2.1","type":"rule","body":"Great axe Armour Bane (2) Monster Slayer Killing Blow Requires Two Hands Strike Last Armour Bane (X) Monster Slayer Killing Blow Requires Two Hands Strike Last"},"1195":{"id":"daemons-of-chaos/weapon/harvester-cannon","path":"daemons-of-chaos/weapon/harvester-cannon","title":"Harvester Cannon","pathText":"daemons of chaos weapon harvester cannon","type":"rule","body":"Harvester Cannon Cumbersome Needs More Nails Notes: This weapon shoots like a cannon firing grapeshot, using the Needs More Nails special rule. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). Cumbersome Needs More Nails Grapeshot Needs More Nails"},"1196":{"id":"daemons-of-chaos/weapon/harvester-cannon-draft-1.5.2.1","path":"daemons-of-chaos/weapon/harvester-cannon-draft-1.5.2.1","title":"Harvester cannon","pathText":"daemons of chaos weapon harvester cannon draft 1.5.2.1","type":"rule","body":"Harvester cannon Cumbersome Needs More Nails Cumbersome Needs More Nails"},"1197":{"id":"daemons-of-chaos/weapon/hellblade","path":"daemons-of-chaos/weapon/hellblade","title":"Hellblade","pathText":"daemons of chaos weapon hellblade","type":"rule","body":"Each life taken by a Hellblade's wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne. Hellblade Cleaving Blow Cleaving Blow"},"1198":{"id":"daemons-of-chaos/weapon/hellblade-draft-1.5.2.1","path":"daemons-of-chaos/weapon/hellblade-draft-1.5.2.1","title":"Hellblade","pathText":"daemons of chaos weapon hellblade draft 1.5.2.1","type":"rule","body":"Hellblade Cleaving Blow Cleaving Blow"},"1199":{"id":"daemons-of-chaos/weapon/impaling-claws","path":"daemons-of-chaos/weapon/impaling-claws","title":"Impaling Claws","pathText":"daemons of chaos weapon impaling claws","type":"rule","body":"Impaling Claws Killing Blow Strike First Killing Blow Strike First"},"1200":{"id":"daemons-of-chaos/weapon/impaling-claws-draft-1.5.2.1","path":"daemons-of-chaos/weapon/impaling-claws-draft-1.5.2.1","title":"Impaling claws","pathText":"daemons of chaos weapon impaling claws draft 1.5.2.1","type":"rule","body":"Impaling claws Killing Blow Strike First Killing Blow Strike First"},"1201":{"id":"daemons-of-chaos/weapon/iron-claw","path":"daemons-of-chaos/weapon/iron-claw","title":"Iron Claw","pathText":"daemons of chaos weapon iron claw","type":"rule","body":"Iron Claw Killing Blow Killing Blow"},"1202":{"id":"daemons-of-chaos/weapon/iron-claw-draft-1.5.2.1","path":"daemons-of-chaos/weapon/iron-claw-draft-1.5.2.1","title":"Iron claw","pathText":"daemons of chaos weapon iron claw draft 1.5.2.1","type":"rule","body":"Iron claw Killing Blow Killing Blow"},"1203":{"id":"daemons-of-chaos/weapon/lampreys-bite","path":"daemons-of-chaos/weapon/lampreys-bite","title":"Lamprey's Bite","pathText":"daemons of chaos weapon lampreys bite","type":"rule","body":"Screamers flock around creatures larger than them, latching on to their enemy's flanks with their hideous jaws and tearing chunks from their flesh. Lamprey's Bite Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is monster. Multiple Wounds (X) Multiple Wounds (X) Monsters"},"1204":{"id":"daemons-of-chaos/weapon/lampreys-bite-draft-1.5.2.1","path":"daemons-of-chaos/weapon/lampreys-bite-draft-1.5.2.1","title":"Lamprey’s Bite","pathText":"daemons of chaos weapon lampreys bite draft 1.5.2.1","type":"rule","body":"Lamprey’s Bite Multiple Wounds (D3) Multiple Wounds (X)"},"1205":{"id":"daemons-of-chaos/weapon/lash-of-khorne","path":"daemons-of-chaos/weapon/lash-of-khorne","title":"Lash of Khorne","pathText":"daemons of chaos weapon lash of khorne","type":"rule","body":"Lash of Khorne Armour Bane (1) Strike First Armour Bane (X) Strike First"},"1206":{"id":"daemons-of-chaos/weapon/lash-of-khorne-draft-1.5.2.1","path":"daemons-of-chaos/weapon/lash-of-khorne-draft-1.5.2.1","title":"Lash of Khorne","pathText":"daemons of chaos weapon lash of khorne draft 1.5.2.1","type":"rule","body":"Lash of Khorne Armour Bane (1) Extra Attack (1) Strike First Armour Bane (X) Extra Attacks (+X) Strike First"},"1207":{"id":"daemons-of-chaos/weapon/phlegm-bombardment-draft-1.5.2.1","path":"daemons-of-chaos/weapon/phlegm-bombardment-draft-1.5.2.1","title":"Phlegm Bombardment","pathText":"daemons of chaos weapon phlegm bombardment draft 1.5.2.1","type":"rule","body":"Phlegm Bombardment Bombardment Cumbersome Flaming Attacks Multiple Wounds (D3+1) This Weapon shoots like a Stone Thrower, using the ‘Bombardment’ special rule and a 3” blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Flaming Attacks Multiple Wounds (X)"},"1208":{"id":"daemons-of-chaos/weapon/piercing-claws","path":"daemons-of-chaos/weapon/piercing-claws","title":"Piercing Claws","pathText":"daemons of chaos weapon piercing claws","type":"rule","body":"The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master. Piercing Claws Armour Bane (2) Extra Attacks (+1) Requires Two Hands Armour Bane (X) Extra Attacks (+X) Requires Two Hands"},"1209":{"id":"daemons-of-chaos/weapon/piercing-claws-draft-1.5.2.1","path":"daemons-of-chaos/weapon/piercing-claws-draft-1.5.2.1","title":"Piercing Claws","pathText":"daemons of chaos weapon piercing claws draft 1.5.2.1","type":"rule","body":"Piercing claws Armour Bane (2) Extra Attacks (1) Requires Two Hands Armour Bane (X) Extra Attacks (+X) Requires Two Hands"},"1210":{"id":"daemons-of-chaos/weapon/plagueflail","path":"daemons-of-chaos/weapon/plagueflail","title":"Plagueflail","pathText":"daemons of chaos weapon plagueflail","type":"rule","body":"Plagueflail Multiple Wounds (D3) Notes: A Plagueflail's Strength modifier applies only during the first round of combat. Multiple Wounds (X)"},"1211":{"id":"daemons-of-chaos/weapon/plagueflail-draft-1.5.2.1","path":"daemons-of-chaos/weapon/plagueflail-draft-1.5.2.1","title":"Plagueflail","pathText":"daemons of chaos weapon plagueflail draft 1.5.2.1","type":"rule","body":"Plagueflail Multiple Wounds (D3) A Plagueflail’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Multiple Wounds (X)"},"1212":{"id":"daemons-of-chaos/weapon/plaguesword","path":"daemons-of-chaos/weapon/plaguesword","title":"Plaguesword","pathText":"daemons of chaos weapon plaguesword","type":"rule","body":"From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies. Plaguesword Armour Bane (1) Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal). Armour Bane (X) Regeneration (X+) Make Armour Saves (Combat) Ward Saves"},"1213":{"id":"daemons-of-chaos/weapon/plaguesword-draft-1.5.2.1","path":"daemons-of-chaos/weapon/plaguesword-draft-1.5.2.1","title":"Plaguesword","pathText":"daemons of chaos weapon plaguesword draft 1.5.2.1","type":"rule","body":"Plaguesword Armour Bane (1) Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal). Armour Bane (X)"},"1214":{"id":"daemons-of-chaos/weapon/tzeentchian-wand","path":"daemons-of-chaos/weapon/tzeentchian-wand","title":"Tzeentchian Wand","pathText":"daemons of chaos weapon tzeentchian wand","type":"rule","body":"Tzeentchian Wand Flaming Attacks Multiple Shots (D3+1) Quick Shot Flaming Attacks Multiple Shots (X) Quick Shot"},"1215":{"id":"daemons-of-chaos/weapon/tzeentchian-wand-draft-1.5.2.1","path":"daemons-of-chaos/weapon/tzeentchian-wand-draft-1.5.2.1","title":"Tzeentchian Wand","pathText":"daemons of chaos weapon tzeentchian wand draft 1.5.2.1","type":"rule","body":"Tzeentchian Wand Flaming Attacks Multiple Shots (D3+1) Quick Shot Flaming Attacks Multiple Shots (X) Quick Shot"},"1216":{"id":"daemons-of-chaos/weapon/venom-sting","path":"daemons-of-chaos/weapon/venom-sting","title":"Venom Sting","pathText":"daemons of chaos weapon venom sting","type":"rule","body":"Venom Sting Armour Bane (1) Notes: In combat, a Rot Fly makes one of its attacks each turn with this weapon. Armour Bane (X)"},"1217":{"id":"daemons-of-chaos/weapon/venom-sting-draft-1.5.2.1","path":"daemons-of-chaos/weapon/venom-sting-draft-1.5.2.1","title":"Venom sting","pathText":"daemons of chaos weapon venom sting draft 1.5.2.1","type":"rule","body":"Venom sting Armour Bane (1) Armour Bane (X)"},"1218":{"id":"daemons-of-chaos/weapon/venomous-tail-draft-1.5.2.1","path":"daemons-of-chaos/weapon/venomous-tail-draft-1.5.2.1","title":"Venomous tail","pathText":"daemons of chaos weapon venomous tail draft 1.5.2.1","type":"rule","body":"Venomous tail Poisoned Attacks Strike First In combat, this model may make one of its attacks each turn with this weapon. Poisoned Attacks Strike First"},"1219":{"id":"daemons-of-chaos/weapon/warp-gaze","path":"daemons-of-chaos/weapon/warp-gaze","title":"Warp Gaze","pathText":"daemons of chaos weapon warp gaze","type":"rule","body":"Warp Gaze Cumbersome Multiple Wounds (2) Through & Through Cumbersome Multiple Wounds (X) Through & Through"},"1220":{"id":"daemons-of-chaos/weapon/warp-gaze-draft-1.5.2.1","path":"daemons-of-chaos/weapon/warp-gaze-draft-1.5.2.1","title":"Warp gaze","pathText":"daemons of chaos weapon warp gaze draft 1.5.2.1","type":"rule","body":"Warp gaze Cumbersome Multiple Wounds (2) Through & Through Cumbersome Multiple Wounds (X) Through & Through"},"1221":{"id":"daemons-of-chaos/weapon/warpflame","path":"daemons-of-chaos/weapon/warpflame","title":"Warpflame","pathText":"daemons of chaos weapon warpflame","type":"rule","body":"Warpflame Flaming Attacks Move & Shoot Multiple Shots (D3) Quick Shot Flaming Attacks Move & Shoot Multiple Shots (X) Quick Shot"},"1222":{"id":"daemons-of-chaos/weapon/warpflame-draft-1.5.2.1","path":"daemons-of-chaos/weapon/warpflame-draft-1.5.2.1","title":"Warpflame","pathText":"daemons of chaos weapon warpflame draft 1.5.2.1","type":"rule","body":"Warpflame Flaming Attacks Move & Shoot Multiple Shots (D3+1) Quick Shot Flaming Attacks Move & Shoot Multiple Shots (X) Quick Shot"},"1223":{"id":"daemons-of-chaos/weapon/writhing-tentacles-daemons-of-chaos","path":"daemons-of-chaos/weapon/writhing-tentacles-daemons-of-chaos","title":"Writhing Tentacles (Daemons of Chaos)","pathText":"daemons of chaos weapon writhing tentacles daemons of chaos","type":"rule","body":"Writhing Tentacles (Daemons of Chaos) Armour Bane (1) Armour Bane (X)"},"1224":{"id":"daemons-of-chaos/weapon/writhing-tentacles-draft-1.5.2.1","path":"daemons-of-chaos/weapon/writhing-tentacles-draft-1.5.2.1","title":"Writhing tentacles","pathText":"daemons of chaos weapon writhing tentacles draft 1.5.2.1","type":"rule","body":"Writhing tentacles Armour Bane (1) Armour Bane (X)"},"1225":{"id":"dark-elves/armylist/legacy","path":"dark-elves/armylist/legacy","title":"Dark Elves Legacy Army List","pathText":"dark elves armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Dark Elves. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Dark Elf Dreadlord or Supreme Sorceress per 1,000 points Dark Elf Masters, Sorceresses, High Beastmasters, Death Hags and Khainite Assassins 0-1 Cauldron of Blood per 1,000 points (taken as a mount for a Death Hag) Core At least 25% of your army's points value must be spent on: Dark Elf Warriors, Repeater Crossbowmen, Black Ark Corsairs and Dark Riders If your army includes one or more Death Hags, 0-1 unit of Witch Elves may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Har Ganeth Executioners, Witch Elves, Dark Elf Shades and Harpies 0-1 unit of Black Guard of Naggarond per Dark Elf Noble taken 0-1 unit of Cold One Knights per 1,000 points 0-2 Scourgerunner Chariots or Cold One Chariots per 1,000 points If your General is a High Beastmaster, 0-1 War Hydra or Kharibdyss may be taken as a Special choice Rare Up to 25% of your army's points value may be spent on: Sisters of Slaughter, Bloodwrack Shrines, War Hydras, Kharibdyss and Bloodwrack Medusas 0-1 unit of Doomfire Warlocks per 1,000 points 0-2 Reaper Bolt Throwers per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Warriors of Chaos (Uneasy) Battle Standard Bearer A single Dark Elf Master in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Dark Elf Dreadlord Supreme Sorceress Dark Elf Master Sorceress High Beastmaster Death Hag Khainite Assassin Cauldron of Blood Death Hag Dark Elf Warriors Repeater Crossbowmen Black Ark Corsairs Dark Riders Death Hag Witch Elves Har Ganeth Executioners Witch Elves Dark Elf Shades Harpies Black Guard of Naggarond Cold One Knights Scourgerunner Chariot Cold One Chariot High Beastmaster War Hydra Kharibdyss Sisters of Slaughter Bloodwrack Shrine War Hydra Kharibdyss Bloodwrack Medusa Doomfire Warlocks Reaper Bolt Thrower Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Warriors of Chaos Uneasy Allied Contingents The Battle Standard"},"1226":{"id":"dark-elves/armylist/renegade-draft-1.5.2.2","path":"dark-elves/armylist/renegade-draft-1.5.2.2","title":"Dark Elves Renegade Army List","pathText":"dark elves armylist renegade draft 1.5.2.2","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Dark Elf Dreadlord or Supreme Sorceress per 1,000 points Dark Elf Masters, Sorceresses, High Beastmasters, Death Hags and Khainite Assassins 0-1 Cauldron of Blood per 1,000 points (taken as a mount for a Death Hag) Core At least 25% of your army’s points value must be spent on: Dark Elf Warriors, Repeater Crossbowmen, Black Ark Corsairs and Dark Riders If your army includes one or more Death Hags, 0-1 unit of Witch Elves may be taken as a Core choice Special Up to 50% of your army’s points value may be spent on: Har Ganeth Executioners, Witch Elves, Dark Elf Shades and Harpies 0-1 unit of Black Guard of Naggarond per 1,000 points 0-1 unit of Cold One Knights per 1,000 points 0-2 Scourgerunner Chariots or Cold One Chariots per 1,000 points If your army includes a High Beastmaster, 0-1 War Hydra or Kharibdyss may be taken as a Special choice Rare Up to 25% of your army’s points value may be spent on: Sisters of Slaughter, Bloodwrack Shrines, War Hydras, Kharibdyss, Merwyrms* and Bloodwrack Medusas Sisters of Slaughter, Bloodwrack Shrines, War Hydras, Kharibdyss, Merwyrms and Bloodwrack Medusas 0-1 unit of Doomfire Warlocks per 1,000 points 0-2 Reaper Bolt Throwers per 1,000 points Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Warriors of Chaos (Uneasy) Battle Standard Bearer A single Dark Elf Master in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit."},"1227":{"id":"dark-elves/faction","path":"dark-elves/faction","title":"Dark Elves","pathText":"dark elves faction","type":"army","body":"Rules Special Rules Goad Beast Gifts of Khaine Cry of War Rune of Khaine Witchbrew Hidden (Dark Elves) Forbidden Poisons Black Lotus Dark Venom Manbane Dance of Death Martial Prowess Cursed Coven Dark Runes Stony Stare Blessings of Khaine Wilful Beast Abyssal Howl Elven Reflexes Eternal Hatred Hekarti's Blessing Murderous Sea Dragon Cloak Cleaving Blow Weapons of War Dread Halberd Har Ganeth Greatsword Lash & Buckler Petrifying Gaze Serrated Maw Ravager Harpoon Wicked Claws Noxious Breath Venomous Tail Serrated Maws Fiery Breath (Dark Elves) Cavernous Maw Writhing Tentacles (Dark Elves) Warhammer Armies Dark Elves Legacy Army List The Lores of Magic Lore of Naggaroth Magic Items (and Abilities) Dark Elves Magic Items Units Character Dark Elf Dreadlord Dark Elf Master Death Hag High Beastmaster Khainite Assassin Sorceress Supreme Sorceress Mount Cold One (Dark Elves) Dark Pegasus Dark Steed Infantry Black Ark Corsairs Black Guard of Naggarond Dark Elf Shades Dark Elf Warriors Har Ganeth Executioners Harpies Repeater Crossbowmen Sisters of Slaughter Witch Elves Cavalry Cold One Knights Dark Riders Doomfire Warlocks Chariot Bloodwrack Shrine Cauldron of Blood Cold One Chariot Scourgerunner Chariot Monster Black Dragon Bloodwrack Medusa Kharibdyss Manticore (Dark Elves) War Hydra War Machine Reaper Bolt Thrower Goad Beast Gifts of Khaine Cry of War Rune of Khaine Witchbrew Hidden (Dark Elves) Forbidden Poisons Black Lotus Dark Venom Manbane Dance of Death Martial Prowess Cursed Coven Dark Runes Stony Stare Blessings of Khaine Wilful Beast Abyssal Howl Elven Reflexes Eternal Hatred Hekarti's Blessing Murderous Sea Dragon Cloak Cleaving Blow Dread Halberd Har Ganeth Greatsword Lash & Buckler Petrifying Gaze Serrated Maw Ravager Harpoon Wicked Claws Noxious Breath Venomous Tail Serrated Maws Fiery Breath (Dark Elves) Cavernous Maw Writhing Tentacles (Dark Elves) Dark Elves Legacy Army List Lore of Naggaroth Dark Elves Magic Items Dark Elf Dreadlord Dark Elf Master Death Hag High Beastmaster Khainite Assassin Sorceress Supreme Sorceress Cold One (Dark Elves) Dark Pegasus Dark Steed Black Ark Corsairs Black Guard of Naggarond Dark Elf Shades Dark Elf Warriors Har Ganeth Executioners Harpies Repeater Crossbowmen Sisters of Slaughter Witch Elves Cold One Knights Dark Riders Doomfire Warlocks Bloodwrack Shrine Cauldron of Blood Cold One Chariot Scourgerunner Chariot Black Dragon Bloodwrack Medusa Kharibdyss Manticore (Dark Elves) War Hydra Reaper Bolt Thrower"},"1228":{"id":"dark-elves/magic-item-list/dark-elves-magic-items","path":"dark-elves/magic-item-list/dark-elves-magic-items","title":"Dark Elves Magic Items","pathText":"dark elves magic item list dark elves magic items","type":"rule","body":"These magic items are unique to Dark Elves armies. These can be purchased by models within a Dark Elves army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Dark Elves Magic Items Banner of Har Ganeth Banner of Nagarythe Black Dragon Egg Black Staff Blood Armour Cold-Blooded Banner Executioner's Axe Focus Familiar* Hydra's Tooth Lifetaker Pearl of Infinite Bleakness Pendant of Khaeleth Shield of Ghrond Standard of Slaughter Sword of Ruin The Guiding Eye Tome of Furion Whip of Agony Banner of Har Ganeth Banner of Nagarythe Black Dragon Egg Black Staff Blood Armour Cold-Blooded Banner Executioner's Axe Focus Familiar* Hydra's Tooth Lifetaker Pearl of Infinite Bleakness Pendant of Khaeleth Shield of Ghrond Standard of Slaughter Sword of Ruin The Guiding Eye Tome of Furion Whip of Agony"},"1229":{"id":"dark-elves/magic-item-list/dark-elves-renegade-draft-1.5.2.2","path":"dark-elves/magic-item-list/dark-elves-renegade-draft-1.5.2.2","title":"Dark Elves Renegade Magic Items","pathText":"dark elves magic item list dark elves renegade draft 1.5.2.2","type":"rule","body":"Executioner’s Axe Sword Of Ruin Lifetaker Whip Of Agony Shield Of Ghrond Blood Armour Pendant Of Khaeleth Pearl Of Infinite Bleakness Banner Of Nagarythe Standard Of Slaughter Banner Of Har Ganeth Cold-Blooded Banner Black Dragon Egg Hydra’s Tooth The Guiding Eye Black Staff Focus Familiar* Tome Of Furion* Executioner’s Axe Sword Of Ruin Lifetaker Whip Of Agony Shield Of Ghrond Blood Armour Pendant Of Khaeleth Pearl Of Infinite Bleakness Banner Of Nagarythe Standard Of Slaughter Banner Of Har Ganeth Cold-Blooded Banner Black Dragon Egg Hydra’s Tooth The Guiding Eye Black Staff Focus Familiar* Tome Of Furion*"},"1230":{"id":"dark-elves/magic-item/banner-of-har-ganeth","path":"dark-elves/magic-item/banner-of-har-ganeth","title":"Banner of Har Ganeth","pathText":"dark elves magic item banner of har ganeth","type":"magic-item","body":"Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1. Armour Piercing"},"1231":{"id":"dark-elves/magic-item/banner-of-har-ganeth-draft-1.5.2.2","path":"dark-elves/magic-item/banner-of-har-ganeth-draft-1.5.2.2","title":"Banner Of Har Ganeth","pathText":"dark elves magic item banner of har ganeth draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1."},"1232":{"id":"dark-elves/magic-item/banner-of-nagarythe","path":"dark-elves/magic-item/banner-of-nagarythe","title":"Banner of Nagarythe","pathText":"dark elves magic item banner of nagarythe","type":"magic-item","body":"The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point. Stubborn Calculate Combat Result"},"1233":{"id":"dark-elves/magic-item/banner-of-nagarythe-draft-1.5.2.2","path":"dark-elves/magic-item/banner-of-nagarythe-draft-1.5.2.2","title":"Banner Of Nagarythe","pathText":"dark elves magic item banner of nagarythe draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point."},"1234":{"id":"dark-elves/magic-item/black-dragon-egg","path":"dark-elves/magic-item/black-dragon-egg","title":"Black Dragon Egg","pathText":"dark elves magic item black dragon egg","type":"magic-item","body":"When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath. Command Noxious Breath"},"1235":{"id":"dark-elves/magic-item/black-dragon-egg-draft-1.5.2.2","path":"dark-elves/magic-item/black-dragon-egg-draft-1.5.2.2","title":"Black Dragon Egg","pathText":"dark elves magic item black dragon egg draft 1.5.2.2","type":"magic-item","body":"Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until your next Command sub-phase, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath."},"1236":{"id":"dark-elves/magic-item/black-staff","path":"dark-elves/magic-item/black-staff","title":"Black Staff","pathText":"dark elves magic item black staff","type":"magic-item","body":"A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast. Casting Roll, Casting Result & Casting Value Miscast"},"1237":{"id":"dark-elves/magic-item/black-staff-draft-1.5.2.2","path":"dark-elves/magic-item/black-staff-draft-1.5.2.2","title":"Black Staff","pathText":"dark elves magic item black staff draft 1.5.2.2","type":"magic-item","body":"The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast."},"1238":{"id":"dark-elves/magic-item/blood-armour","path":"dark-elves/magic-item/blood-armour","title":"Blood Armour","pathText":"dark elves magic item blood armour","type":"magic-item","body":"When anointed with the blood of the foe, this armour becomes ever more endurable. Models whose troop type is infantry or cavalry only. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+. Infantry Cavalry Armour Value"},"1239":{"id":"dark-elves/magic-item/blood-armour-draft-1.5.2.2","path":"dark-elves/magic-item/blood-armour-draft-1.5.2.2","title":"Blood Armour","pathText":"dark elves magic item blood armour draft 1.5.2.2","type":"magic-item","body":"Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+."},"1240":{"id":"dark-elves/magic-item/cold-blooded-banner","path":"dark-elves/magic-item/cold-blooded-banner","title":"Cold-Blooded Banner","pathText":"dark elves magic item cold blooded banner","type":"magic-item","body":"Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result. Break Test"},"1241":{"id":"dark-elves/magic-item/cold-blooded-banner-draft-1.5.2.2","path":"dark-elves/magic-item/cold-blooded-banner-draft-1.5.2.2","title":"Cold-Blooded Banner","pathText":"dark elves magic item cold blooded banner draft 1.5.2.2","type":"magic-item","body":"Single use. A unit carrying the Cold-blooded Banner may use it after making any test against its Leadership characteristic, including a Break test. When it does, it may re-roll the test."},"1242":{"id":"dark-elves/magic-item/executioners-axe","path":"dark-elves/magic-item/executioners-axe","title":"Executioner's Axe","pathText":"dark elves magic item executioners axe","type":"magic-item","body":"A single blow from this huge, black-bladed weapon can cut any opponent in half. Executioner's Axe Killing Blow Magical Attacks Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner's Axe, a roll of 2+ is always a success, regardless of the target's Toughness. Killing Blow Magical Attacks Strike Last"},"1243":{"id":"dark-elves/magic-item/executioners-axe-draft-1.5.2.2","path":"dark-elves/magic-item/executioners-axe-draft-1.5.2.2","title":"Executioner’s Axe","pathText":"dark elves magic item executioners axe draft 1.5.2.2","type":"magic-item","body":"Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness."},"1244":{"id":"dark-elves/magic-item/focus-familiar","path":"dark-elves/magic-item/focus-familiar","title":"Focus Familiar*","pathText":"dark elves magic item focus familiar","type":"magic-item","body":"The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12\" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc)."},"1245":{"id":"dark-elves/magic-item/focus-familiar-draft-1.5.2.2","path":"dark-elves/magic-item/focus-familiar-draft-1.5.2.2","title":"Focus Familiar*","pathText":"dark elves magic item focus familiar draft 1.5.2.2","type":"magic-item","body":"Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12\" of the owner. The range (including the range to dispel unless it is a vortex) and all effects of the spell, are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc). If the spell remains in play, keep the marker on the board until the spell is dispelled or removed from play."},"1246":{"id":"dark-elves/magic-item/hydras-tooth","path":"dark-elves/magic-item/hydras-tooth","title":"Hydra's Tooth","pathText":"dark elves magic item hydras tooth","type":"magic-item","body":"Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra's Tooth is a missile weapon with the following profile: Hydra's Tooth Magical Attacks Move & Shoot Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character. Magical Attacks Move & Shoot Quick Shot"},"1247":{"id":"dark-elves/magic-item/hydras-tooth-draft-1.5.2.2","path":"dark-elves/magic-item/hydras-tooth-draft-1.5.2.2","title":"Hydra’s Tooth","pathText":"dark elves magic item hydras tooth draft 1.5.2.2","type":"magic-item","body":"A Hydra’s Tooth is a missile weapon with the following profile: Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character."},"1248":{"id":"dark-elves/magic-item/lifetaker","path":"dark-elves/magic-item/lifetaker","title":"Lifetaker","pathText":"dark elves magic item lifetaker","type":"magic-item","body":"Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. Lifetaker Armour Bane (1) Magical Attacks Multiple Shots (D3+1) Poisoned Attacks Armour Bane (X) Magical Attacks Multiple Shots (X) Poisoned Attacks"},"1249":{"id":"dark-elves/magic-item/lifetaker-draft-1.5.2.2","path":"dark-elves/magic-item/lifetaker-draft-1.5.2.2","title":"Lifetaker","pathText":"dark elves magic item lifetaker draft 1.5.2.2","type":"magic-item","body":"Lifetaker Armour Bane (1) Magical Attacks Multiple Shots (D3+1) Poisoned Attacks Armour Bane (X) Magical Attacks Multiple Shots (X) Poisoned Attacks"},"1250":{"id":"dark-elves/magic-item/pearl-of-infinite-bleakness","path":"dark-elves/magic-item/pearl-of-infinite-bleakness","title":"Pearl of Infinite Bleakness","pathText":"dark elves magic item pearl of infinite bleakness","type":"magic-item","body":"Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule. Immune to Psychology"},"1251":{"id":"dark-elves/magic-item/pearl-of-infinite-bleakness-draft-1.5.2.2","path":"dark-elves/magic-item/pearl-of-infinite-bleakness-draft-1.5.2.2","title":"Pearl Of Infinite Bleakness","pathText":"dark elves magic item pearl of infinite bleakness draft 1.5.2.2","type":"magic-item","body":"The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule."},"1252":{"id":"dark-elves/magic-item/pendant-of-khaeleth","path":"dark-elves/magic-item/pendant-of-khaeleth","title":"Pendant of Khaeleth","pathText":"dark elves magic item pendant of khaeleth","type":"magic-item","body":"The protection offered by this amulet grows to match the power of an enemy's attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher. Ward Saves"},"1253":{"id":"dark-elves/magic-item/pendant-of-khaeleth-draft-1.5.2.2","path":"dark-elves/magic-item/pendant-of-khaeleth-draft-1.5.2.2","title":"Pendant Of Khaeleth","pathText":"dark elves magic item pendant of khaeleth draft 1.5.2.2","type":"magic-item","body":"The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher."},"1254":{"id":"dark-elves/magic-item/shield-of-ghrond","path":"dark-elves/magic-item/shield-of-ghrond","title":"Shield of Ghrond","pathText":"dark elves magic item shield of ghrond","type":"magic-item","body":"The Daemon-faced Shield of Ghrond consumes the strength of the enemy's attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic (to a minimum of 1). Shield"},"1255":{"id":"dark-elves/magic-item/shield-of-ghrond-draft-1.5.2.2","path":"dark-elves/magic-item/shield-of-ghrond-draft-1.5.2.2","title":"Shield Of Ghrond","pathText":"dark elves magic item shield of ghrond draft 1.5.2.2","type":"magic-item","body":"The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic (to a minimum of 1)."},"1256":{"id":"dark-elves/magic-item/standard-of-slaughter","path":"dark-elves/magic-item/standard-of-slaughter","title":"Standard of Slaughter","pathText":"dark elves magic item standard of slaughter","type":"magic-item","body":"Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points. Calculate Combat Result"},"1257":{"id":"dark-elves/magic-item/standard-of-slaughter-draft-1.5.2.2","path":"dark-elves/magic-item/standard-of-slaughter-draft-1.5.2.2","title":"Standard Of Slaughter","pathText":"dark elves magic item standard of slaughter draft 1.5.2.2","type":"magic-item","body":"When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points."},"1258":{"id":"dark-elves/magic-item/sword-of-ruin","path":"dark-elves/magic-item/sword-of-ruin","title":"Sword of Ruin","pathText":"dark elves magic item sword of ruin","type":"magic-item","body":"The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. Sword of Ruin Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin. Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"1259":{"id":"dark-elves/magic-item/sword-of-ruin-draft-1.5.2.2","path":"dark-elves/magic-item/sword-of-ruin-draft-1.5.2.2","title":"Sword Of Ruin","pathText":"dark elves magic item sword of ruin draft 1.5.2.2","type":"magic-item","body":"No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin."},"1260":{"id":"dark-elves/magic-item/the-guiding-eye","path":"dark-elves/magic-item/the-guiding-eye","title":"The Guiding Eye","pathText":"dark elves magic item the guiding eye","type":"magic-item","body":"Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase. The Shooting Phase"},"1261":{"id":"dark-elves/magic-item/the-guiding-eye-draft-1.5.2.2","path":"dark-elves/magic-item/the-guiding-eye-draft-1.5.2.2","title":"The Guiding Eye","pathText":"dark elves magic item the guiding eye draft 1.5.2.2","type":"magic-item","body":"Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase."},"1262":{"id":"dark-elves/magic-item/tome-of-furion","path":"dark-elves/magic-item/tome-of-furion","title":"Tome of Furion","pathText":"dark elves magic item tome of furion","type":"magic-item","body":"Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Levels of Wizardry"},"1263":{"id":"dark-elves/magic-item/tome-of-furion-draft-1.5.2.2","path":"dark-elves/magic-item/tome-of-furion-draft-1.5.2.2","title":"Tome Of Furion*","pathText":"dark elves magic item tome of furion draft 1.5.2.2","type":"magic-item","body":"0-1 per model. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry."},"1264":{"id":"dark-elves/magic-item/whip-of-agony","path":"dark-elves/magic-item/whip-of-agony","title":"Whip of Agony","pathText":"dark elves magic item whip of agony","type":"magic-item","body":"An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. Whip of Agony Magical Attacks Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game. Magical Attacks Strike First"},"1265":{"id":"dark-elves/magic-item/whip-of-agony-draft-1.5.2.2","path":"dark-elves/magic-item/whip-of-agony-draft-1.5.2.2","title":"Whip Of Agony","pathText":"dark elves magic item whip of agony draft 1.5.2.2","type":"magic-item","body":"High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game."},"1266":{"id":"dark-elves/magic-lore/lore-of-naggaroth","path":"dark-elves/magic-lore/lore-of-naggaroth","title":"Lore of Naggaroth","pathText":"dark elves magic lore lore of naggaroth","type":"magic-lore","body":"Lore of Naggaroth Cursing Word Signature Spell Black Horror Signature Spell Cursing Word Black Horror"},"1267":{"id":"dark-elves/magic-lore/lore-of-naggaroth-draft-1.5.2.2","path":"dark-elves/magic-lore/lore-of-naggaroth-draft-1.5.2.2","title":"Lore of Naggaroth","pathText":"dark elves magic lore lore of naggaroth draft 1.5.2.2","type":"magic-lore","body":"Lore of Naggaroth A Wizard with the ‘Lore of Naggaroth’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Cursing Word Signature Spell Power of Darkness Signature Spell Black Horror Signature Spell Cursing Word Power of Darkness Black Horror"},"1268":{"id":"dark-elves/rule/abyssal-howl","path":"dark-elves/rule/abyssal-howl","title":"Abyssal Howl","pathText":"dark elves rule abyssal howl","type":"rule","body":"The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6\" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2). Note that this modifier is not cumulative."},"1269":{"id":"dark-elves/rule/abyssal-howl-draft-1.5.2.2","path":"dark-elves/rule/abyssal-howl-draft-1.5.2.2","title":"Abyssal Howl","pathText":"dark elves rule abyssal howl draft 1.5.2.2","type":"rule","body":"The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6\" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2). Note that this modifier is not cumulative."},"1270":{"id":"dark-elves/rule/altar-of-khaine-draft-1.5.2.2","path":"dark-elves/rule/altar-of-khaine-draft-1.5.2.2","title":"Altar of Khaine","pathText":"dark elves rule altar of khaine draft 1.5.2.2","type":"rule","body":"This model has a 5+ Ward save against any wounds suffered. In addition, any unit joined by this model gains a 6+ Ward save against any wounds suffered."},"1271":{"id":"dark-elves/rule/black-lotus","path":"dark-elves/rule/black-lotus","title":"Black Lotus","pathText":"dark elves rule black lotus","type":"rule","body":"For each unsaved Wound inflicted upon them by this character, enemy characters suffer a -1 modifier to their Leadership characteristic for the remainder of the game."},"1272":{"id":"dark-elves/rule/black-lotus-draft-1.5.2.2","path":"dark-elves/rule/black-lotus-draft-1.5.2.2","title":"Black Lotus","pathText":"dark elves rule black lotus draft 1.5.2.2","type":"rule","body":"For each unsaved Wound inflicted upon them by this character, enemy characters suffer a -1 modifier to their Leadership characteristic, to a minimum of 2, for the remainder of the game."},"1273":{"id":"dark-elves/rule/blessings-of-khaine","path":"dark-elves/rule/blessings-of-khaine","title":"Blessings of Khaine","pathText":"dark elves rule blessings of khaine","type":"rule","body":"As the Cauldron of Blood fills, the baleful spirit of Khaine surrounds his devoted daughters. Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2: Type Enchantment Casting Value 9+ Range Self Until your next Start of Turn sub-phase, this model and every friendly Death Hag, unit of Witch Elves or unit of Sisters of Slaughter that is within its Command range gains one of the following: Fury of Khaine (the Furious Charge special rule) Strength of Khaine (the Cleaving Blow special rule) Bloodshield of Khaine (a 5+ Ward save against any wounds suffered) Bound Spells Enchantment Range 'Self' Spells Start of Turn Command Range Furious Charge Cleaving Blow Ward Saves"},"1274":{"id":"dark-elves/rule/blessings-of-khaine-draft-1.5.2.2","path":"dark-elves/rule/blessings-of-khaine-draft-1.5.2.2","title":"Blessings Of Khaine","pathText":"dark elves rule blessings of khaine draft 1.5.2.2","type":"rule","body":"During the Command sub-phase of their turn, this model may attempt to gain Khaine’s Blessings by making a Leadership test (using its own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase, this model and a single friendly Death Hag, or Khainite Assassin, or unit of Witch Elves or unit of Har Ganeth Executioners that is within its Command range gains one of the following: Fury of Khaine: The Extra Attacks (1) special rule Strength of Khaine: the Cleaving Blow special rule Bloodshield of Khaine: a 5+ Ward save against any wounds suffered \\Note that, if there is more than one eligible unit within this model's Command range when this Blessing is given, you must tell your opponent which unit is affected.* Note also that this model and any eligible unit may only be affected by a single Blessing per turn even if you have multiple Cauldrons of Blood in your army. Character Mount: A Cauldron of Blood may only be included in your army as a character’s mount. Its points are added to that of its rider. ."},"1275":{"id":"dark-elves/rule/cleaving-blow-draft-1.5.2.2","path":"dark-elves/rule/cleaving-blow-draft-1.5.2.2","title":"Cleaving Blow","pathText":"dark elves rule cleaving blow draft 1.5.2.2","type":"rule","body":"If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow.’ Enemy models whose troop type is ‘regular infantry,’ ‘heavy infantry,’ ‘light cavalry,’ ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used."},"1276":{"id":"dark-elves/rule/cry-of-war","path":"dark-elves/rule/cry-of-war","title":"Cry of War","pathText":"dark elves rule cry of war","type":"rule","body":"Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing. Command Range"},"1277":{"id":"dark-elves/rule/cry-of-war-draft-1.5.2.2","path":"dark-elves/rule/cry-of-war-draft-1.5.2.2","title":"Cry of War","pathText":"dark elves rule cry of war draft 1.5.2.2","type":"rule","body":"Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing."},"1278":{"id":"dark-elves/rule/cursed-coven","path":"dark-elves/rule/cursed-coven","title":"Cursed Coven","pathText":"dark elves rule cursed coven","type":"rule","body":"Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. Otherwise, the unit may cast this Bound spell with a Power Level of 0. Dark Magic Daemonology Bound Spells Unit Strength"},"1279":{"id":"dark-elves/rule/cursed-coven-draft-1.5.2.2","path":"dark-elves/rule/cursed-coven-draft-1.5.2.2","title":"Cursed Coven","pathText":"dark elves rule cursed coven draft 1.5.2.2","type":"rule","body":"A unit of Doomfire Warlocks knows a single, randomly generated spell from either the Dark Magic or Daemonology Lore of Magic. If you wish, this spell may be discarded and the unit may instead select the signature spell of its chosen Lore of Magic. The unit may cast this spell as a Bound spell: If the unit has a Master, it may cast this Bound spell with a Power Level of 1. If the unit includes a Master and has a Unit Strength of 5 or more, it may cast this Bound spell with a Power Level of 2. Otherwise, the unit may cast this Bound spell with a Power Level of 0."},"1280":{"id":"dark-elves/rule/dance-of-death","path":"dark-elves/rule/dance-of-death","title":"Dance of Death","pathText":"dark elves rule dance of death","type":"rule","body":"Sisters of Slaughter weave through the enemy's defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn. Rank Bonus The Combat Phase"},"1281":{"id":"dark-elves/rule/dance-of-death-draft-1.5.2.2","path":"dark-elves/rule/dance-of-death-draft-1.5.2.2","title":"Dance Of Death","pathText":"dark elves rule dance of death draft 1.5.2.2","type":"rule","body":"Models with this rule have a 6+ Ward save against any wounds suffered. In addition, enemy units engaged in combat with a model with this rule suffer a -1 modifier to its Maximum Rank Bonus."},"1282":{"id":"dark-elves/rule/dark-runes","path":"dark-elves/rule/dark-runes","title":"Dark Runes","pathText":"dark elves rule dark runes","type":"rule","body":"Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"1283":{"id":"dark-elves/rule/dark-runes-draft-1.5.2.2","path":"dark-elves/rule/dark-runes-draft-1.5.2.2","title":"Dark Runes","pathText":"dark elves rule dark runes draft 1.5.2.2","type":"rule","body":"Models with this special rule have a 4+ Ward save against any wounds suffered."},"1284":{"id":"dark-elves/rule/dark-venom","path":"dark-elves/rule/dark-venom","title":"Dark Venom","pathText":"dark elves rule dark venom","type":"rule","body":"This character has the Killing Blow special rule. Killing Blow"},"1285":{"id":"dark-elves/rule/dark-venom-draft-1.5.2.2","path":"dark-elves/rule/dark-venom-draft-1.5.2.2","title":"Dark Venom","pathText":"dark elves rule dark venom draft 1.5.2.2","type":"rule","body":"This character has the Killing Blow special rule."},"1286":{"id":"dark-elves/rule/elven-reflexes-draft-1.5.2.2","path":"dark-elves/rule/elven-reflexes-draft-1.5.2.2","title":"Elven Reflexes","pathText":"dark elves rule elven reflexes draft 1.5.2.2","type":"rule","body":"A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat."},"1287":{"id":"dark-elves/rule/eternal-hatred","path":"dark-elves/rule/eternal-hatred","title":"Eternal Hatred","pathText":"dark elves rule eternal hatred","type":"rule","body":"The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model's Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model's mount (should it have one). Hatred (X)"},"1288":{"id":"dark-elves/rule/eternal-hatred-draft-1.5.2.2","path":"dark-elves/rule/eternal-hatred-draft-1.5.2.2","title":"Eternal Hatred","pathText":"dark elves rule eternal hatred draft 1.5.2.2","type":"rule","body":"Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one)."},"1289":{"id":"dark-elves/rule/first-to-the-fray-draft-1.5.2.2","path":"dark-elves/rule/first-to-the-fray-draft-1.5.2.2","title":"First to the Fray","pathText":"dark elves rule first to the fray draft 1.5.2.2","type":"rule","body":"This model increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a +D3 modifier to the result."},"1290":{"id":"dark-elves/rule/forbidden-poisons","path":"dark-elves/rule/forbidden-poisons","title":"Forbidden Poisons","pathText":"dark elves rule forbidden poisons","type":"rule","body":"Khainite Assassins coat their weapons with a variety of terrible and forbidden poisons. As described above, a Khainite Assassin may take one of the following forbidden poisons: Black Lotus For each unsaved Wound inflicted upon them by this character, enemy characters suffer a -1 modifier to their Leadership characteristic for the remainder of the game. Dark Venom This character has the Killing Blow special rule. Manbane When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness. Black Lotus Dark Venom Killing Blow Manbane"},"1291":{"id":"dark-elves/rule/gifts-of-khaine","path":"dark-elves/rule/gifts-of-khaine","title":"Gifts of Khaine","pathText":"dark elves rule gifts of khaine","type":"rule","body":"Blessed by Khaine, a Death Hag and her minions are a fearful sight to behold. As described above, a Death Hag may take one of the following gifts of Khaine: Cry of War Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing. Rune of Khaine This character has the Extra Attacks (+D3) special rule. Witchbrew This character, their mount and any unit they have joined cannot lose the Frenzy special rule. Cry of War Command Range Rune of Khaine Extra Attacks (+X) Witchbrew Frenzy"},"1292":{"id":"dark-elves/rule/goad-beast","path":"dark-elves/rule/goad-beast","title":"Goad Beast","pathText":"dark elves rule goad beast","type":"rule","body":"The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is monster and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10). Command Monsters Command Range"},"1293":{"id":"dark-elves/rule/goad-beast-draft-1.5.2.2","path":"dark-elves/rule/goad-beast-draft-1.5.2.2","title":"Goad Beast","pathText":"dark elves rule goad beast draft 1.5.2.2","type":"rule","body":"During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10)."},"1294":{"id":"dark-elves/rule/hekartis-blessing","path":"dark-elves/rule/hekartis-blessing","title":"Hekarti's Blessing","pathText":"dark elves rule hekartis blessing","type":"rule","body":"Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll. Casting Roll, Casting Result & Casting Value"},"1295":{"id":"dark-elves/rule/hekartis-blessing-draft-1.5.2.2","path":"dark-elves/rule/hekartis-blessing-draft-1.5.2.2","title":"Hekarti’s Blessing","pathText":"dark elves rule hekartis blessing draft 1.5.2.2","type":"rule","body":"Once per turn, a model with this special rule may re-roll a single failed Casting roll."},"1296":{"id":"dark-elves/rule/hidden-dark-elves","path":"dark-elves/rule/hidden-dark-elves","title":"Hidden (Dark Elves)","pathText":"dark elves rule hidden dark elves","type":"rule","body":"Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are 'hidden' within a friendly Dark Elf unit whose troop type is infantry and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General. Infantry Unit Strength The Combat Phase The General (Characters)"},"1297":{"id":"dark-elves/rule/hidden-draft-1.5.2.2","path":"dark-elves/rule/hidden-draft-1.5.2.2","title":"Hidden","pathText":"dark elves rule hidden draft 1.5.2.2","type":"rule","body":"Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of five or more (excluding Harpies, including units with the Loner special rule). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General."},"1298":{"id":"dark-elves/rule/if-one-head-is-severed-another-takes-its-place-draft-1.5.2.2","path":"dark-elves/rule/if-one-head-is-severed-another-takes-its-place-draft-1.5.2.2","title":"If One Head is Severed…Another Takes Its Place","pathText":"dark elves rule if one head is severed another takes its place draft 1.5.2.2","type":"rule","body":"In your Command sub-phase roll a D6 for each wound that the War Hydra has lost. On each roll of a 4+ the War Hydra immediately recovers a wound."},"1299":{"id":"dark-elves/rule/manbane","path":"dark-elves/rule/manbane","title":"Manbane","pathText":"dark elves rule manbane","type":"rule","body":"When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness."},"1300":{"id":"dark-elves/rule/manbane-draft-1.5.2.2","path":"dark-elves/rule/manbane-draft-1.5.2.2","title":"Manbane","pathText":"dark elves rule manbane draft 1.5.2.2","type":"rule","body":"When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness."},"1301":{"id":"dark-elves/rule/martial-prowess-draft-1.5.2.2","path":"dark-elves/rule/martial-prowess-draft-1.5.2.2","title":"Martial Prowess","pathText":"dark elves rule martial prowess draft 1.5.2.2","type":"rule","body":"A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front."},"1302":{"id":"dark-elves/rule/murderous","path":"dark-elves/rule/murderous","title":"Murderous","pathText":"dark elves rule murderous","type":"rule","body":"Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Hand Weapon"},"1303":{"id":"dark-elves/rule/murderous-draft-1.5.2.2","path":"dark-elves/rule/murderous-draft-1.5.2.2","title":"Murderous","pathText":"dark elves rule murderous draft 1.5.2.2","type":"rule","body":"When engaged in combat, a model with this special rule may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to mundane weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon this special rule ceases to apply."},"1304":{"id":"dark-elves/rule/rune-of-khaine","path":"dark-elves/rule/rune-of-khaine","title":"Rune of Khaine","pathText":"dark elves rule rune of khaine","type":"rule","body":"This character has the Extra Attacks (+D3) special rule. Extra Attacks (+X)"},"1305":{"id":"dark-elves/rule/rune-of-khaine-draft-1.5.2.2","path":"dark-elves/rule/rune-of-khaine-draft-1.5.2.2","title":"Rune of Khaine","pathText":"dark elves rule rune of khaine draft 1.5.2.2","type":"rule","body":"This character has the Extra Attacks (+D3) special rule."},"1306":{"id":"dark-elves/rule/sea-dragon-cloak","path":"dark-elves/rule/sea-dragon-cloak","title":"Sea Dragon Cloak","pathText":"dark elves rule sea dragon cloak","type":"rule","body":"The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks. Armour Value"},"1307":{"id":"dark-elves/rule/sea-dragon-cloak-draft-1.5.2.2","path":"dark-elves/rule/sea-dragon-cloak-draft-1.5.2.2","title":"Sea Dragon Cloak","pathText":"dark elves rule sea dragon cloak draft 1.5.2.2","type":"rule","body":"A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks."},"1308":{"id":"dark-elves/rule/stony-stare-draft-1.5.2.2","path":"dark-elves/rule/stony-stare-draft-1.5.2.2","title":"Stony Stare","pathText":"dark elves rule stony stare draft 1.5.2.2","type":"rule","body":"At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)."},"1309":{"id":"dark-elves/rule/wilful-beast-draft-1.5.2.2","path":"dark-elves/rule/wilful-beast-draft-1.5.2.2","title":"Wilful Beast","pathText":"dark elves rule wilful beast draft 1.5.2.2","type":"rule","body":"During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic."},"1310":{"id":"dark-elves/rule/will-of-the-gods-draft-1.5.2.2","path":"dark-elves/rule/will-of-the-gods-draft-1.5.2.2","title":"Will of the Gods","pathText":"dark elves rule will of the gods draft 1.5.2.2","type":"rule","body":"A model with this special rule may join a unit of Infantry with unit strength 10 or more despite being a Heavy Chariot. If it does so, it must always be placed in the centre of the front rank, and it no longer has the Lumbering rule (Rulebook p. 195). Only one model with this special rule may join each unit."},"1311":{"id":"dark-elves/rule/witchbrew","path":"dark-elves/rule/witchbrew","title":"Witchbrew","pathText":"dark elves rule witchbrew","type":"rule","body":"This character, their mount and any unit they have joined cannot lose the Frenzy special rule. Frenzy"},"1312":{"id":"dark-elves/rule/witchbrew-draft-1.5.2.2","path":"dark-elves/rule/witchbrew-draft-1.5.2.2","title":"Witchbrew","pathText":"dark elves rule witchbrew draft 1.5.2.2","type":"rule","body":"This character, their mount and any unit they have joined cannot lose the Frenzy special rule."},"1313":{"id":"dark-elves/spell/black-horror","path":"dark-elves/spell/black-horror","title":"Black Horror","pathText":"dark elves spell black horror","type":"spell","body":"The Sorceress tears the veil between reality and the æther, and a black cloud of roiling energy sweeps across the battlefield, trailing slimy tentacles that drag unfortunate victims to an unknown fate. Type Magical Vortex Casting Value 9+ Range 18\" Remains in Play. Place a large (5\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as dangerous terrain. The template moves 2D6\" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over must immediately make D6 Strength tests. For each test that is failed, the unit loses a single Wound. Magical Vortex Remains in Play Dangerous Terrain Start of Turn"},"1314":{"id":"dark-elves/spell/black-horror-draft-1.5.2.2","path":"dark-elves/spell/black-horror-draft-1.5.2.2","title":"Black Horror","pathText":"dark elves spell black horror draft 1.5.2.2","type":"spell","body":"Type Magical Vortex Casting Value 9+ Range 18\" Remains in play. Place a large (5\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters 2D6” during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over must immediately make D6 Strength Tests. For each test that is failed, the unit loses a single Wound. Dark Elf Nobles Magical Vortex"},"1315":{"id":"dark-elves/spell/cursing-word","path":"dark-elves/spell/cursing-word","title":"Cursing Word","pathText":"dark elves spell cursing word","type":"spell","body":"As the Sorceress utters a string of forbidden words and curses, the bodies of her enemies bend and buckle, wracked with waves of agony. Type Hex Casting Value 9+ Range 12\" Remains in Play. Whilst this spell is in play, the target enemy unit suffers a -1 modifier to either its Weapon skill characteristic, or its Ballistic Skill characteristic (chosen by the casting Wizard’s controlling player, to minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Remains in Play"},"1316":{"id":"dark-elves/spell/cursing-word-draft-1.5.2.2","path":"dark-elves/spell/cursing-word-draft-1.5.2.2","title":"Cursing Word","pathText":"dark elves spell cursing word draft 1.5.2.2","type":"spell","body":"Type Hex Casting Value 9+ Range 12\" Whilst this spell is in play, the target enemy unit reduces either its Weapon skill characteristic, or its Ballistic Skill characteristic (chosen by the casting Wizard’s controlling player) by D3. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. This spell lasts until the beginning of your next Start of Turn sub-phase. Hex"},"1317":{"id":"dark-elves/spell/power-of-darkness-draft-1.5.2.2","path":"dark-elves/spell/power-of-darkness-draft-1.5.2.2","title":"Power of Darkness","pathText":"dark elves spell power of darkness draft 1.5.2.2","type":"spell","body":"Type Enchantment Casting Value 7+ Range Self Remains in Play. Whilst this spell is in play, the caster gains a +1 modifier to their Casting rolls. Enchantment"},"1318":{"id":"dark-elves/unit/black-ark-corsairs","path":"dark-elves/unit/black-ark-corsairs","title":"Black Ark Corsairs","pathText":"dark elves unit black ark corsairs","type":"unit","body":"Corsair Reaver Cost 11 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Elven Reflexes Hatred (High Elves) Move Through Cover Open Order Sea Dragon Cloak Options The entire unit must take one of the following: Additional hand weapons (Free) Repeater handbows (Free) Any unit may: Upgrade one model to a Reaver (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Move Through Cover Move Through Cover Open Order Formation Open Order Formation Sea Dragon Cloak Sea Dragon Cloak Two Hand Weapons/Additional Hand Weapon Repeater Handbow"},"1319":{"id":"dark-elves/unit/black-ark-corsairs-draft-1.5.2.2","path":"dark-elves/unit/black-ark-corsairs-draft-1.5.2.2","title":"Black Ark Corsairs","pathText":"dark elves unit black ark corsairs draft 1.5.2.2","type":"unit","body":"Corsair Reaver Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Black Ark Corsairs Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Elven Reflexes Hatred (High Elves) Move through Cover Open Order Sea Dragon Cloak Vanguard Options The entire unit must take one of the following: Additional hand weapons (Free), Repeater handbows (Free) Any unit may: Upgrade one model to a Reaver (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points, A Reaver may purchase magic items up to a total of 25 points, 0-1 unit per 1,000 points may Have the Veteran special rule +1 point per mode Have the Ambushers special rule (+1/model) Regular Infantry Infantry Hand Weapon Light Armour Elven Reflexes Elven Reflexes Hatred (X) Move Through Cover Open Order Sea Dragon Cloak Sea Dragon Cloak Vanguard"},"1320":{"id":"dark-elves/unit/black-dragon","path":"dark-elves/unit/black-dragon","title":"Black Dragon","pathText":"dark elves unit black dragon","type":"unit","body":"A Black Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Black Dragon Cost Override +280 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws serrated maw noxious breath draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Hatred (High Elves) Large Target Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Noxious Breath Noxious Breath Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Hatred (X) Hatred (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"1321":{"id":"dark-elves/unit/black-dragon-draft-1.5.2.2","path":"dark-elves/unit/black-dragon-draft-1.5.2.2","title":"Black Dragon","pathText":"dark elves unit black dragon draft 1.5.2.2","type":"unit","body":"Black Dragon Cost +280 Base Size 60 x 100 mm Unit Size 1 Type Black Dragon Troop Type Behemoth Unit Category Monster Equipment Wicked claws serrated maw noxious breath Special Rules Close Order Fly (10) Hatred (High Elves) Large Target Stomp Attacks (D6) Swiftstride Terror A Black Dragon may only be included in your army as a character’s mount. Its points are added to that of its rider. Behemoths Monsters Wicked claws Wicked claws Serrated maw Serrated maw Noxious breath Noxious breath Close Order Fly (X) Hatred (X) Large Target Stomp Attacks (X) Swiftstride Terror"},"1322":{"id":"dark-elves/unit/black-guard-of-naggarond","path":"dark-elves/unit/black-guard-of-naggarond","title":"Black Guard of Naggarond","pathText":"dark elves unit black guard of naggarond","type":"unit","body":"Black Guard Tower Master Cost 15 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons dread halberds full plate armour Special Rules Close Order Elven Reflexes Eternal Hatred Hatred (High Elves) Immune to Psychology Martial Prowess Stubborn Options Any unit may: Upgrade one model to a Tower Master (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 100 points A Tower Master may purchase magic items up to a total of 50 points Optional Rules Drilled Regular Infantry Infantry Hand Weapon Hand Weapon Dread Halberd Dread Halberd Full Plate Armour Full Plate Armour Close Order Close Order Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Martial Prowess Martial Prowess Stubborn Stubborn Drilled Drilled Drilled"},"1323":{"id":"dark-elves/unit/black-guard-of-naggarond-draft-1.5.2.2","path":"dark-elves/unit/black-guard-of-naggarond-draft-1.5.2.2","title":"Black Guard Of Naggarond","pathText":"dark elves unit black guard of naggarond draft 1.5.2.2","type":"unit","body":"Black Guard Tower Master Cost 15 Base Size 25 x 25 mm Unit Size 5+ Type Black Guard Of Naggarond Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons dread halberds full plate armour Special Rules Close Order Elven Reflexes Eternal Hatred Hatred (All Enemies) Immune to Psychology Martial Prowess Stubborn Options Any unit may: Upgrade one model to a Tower Master (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Have the Drilled special rule (+1/model), Purchase a magic standard worth up to 100 points A Tower Master may purchase magic items up to a total of 50 points Heavy Infantry Infantry Hand Weapon Dread halberd Full Plate Armour Close Order Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Immune to Psychology Martial Prowess Martial Prowess Stubborn"},"1324":{"id":"dark-elves/unit/bloodwrack-medusa","path":"dark-elves/unit/bloodwrack-medusa","title":"Bloodwrack Medusa","pathText":"dark elves unit bloodwrack medusa","type":"unit","body":"Bloodwrack Medusa Cost 85 Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Hand weapon petrifying gaze light armour Special Rules Close Order Elven Reflexes Fear Frenzy Hatred (High Elves) Magic Resistance (-1) Murderous Poisoned Attacks Stony Stare Monstrous Creatures Monsters Hand Weapon Hand Weapon Petrifying Gaze Petrifying Gaze Light Armour Light Armour Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear Frenzy Frenzy Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Murderous Murderous Poisoned Attacks Poisoned Attacks Stony Stare Stony Stare"},"1325":{"id":"dark-elves/unit/bloodwrack-medusa-draft-1.5.2.2","path":"dark-elves/unit/bloodwrack-medusa-draft-1.5.2.2","title":"Bloodwrack Medusa","pathText":"dark elves unit bloodwrack medusa draft 1.5.2.2","type":"unit","body":"Bloodwrack Medusa Cost 70 Base Size 40 x 40 mm Unit Size 1 Type Bloodwrack Medusa Troop Type Monstrous Creature Unit Category Monster Equipment Hand weapon Halberd petrifying gaze light armour Special Rules Close Order Elven Reflexes Fear Hatred (High Elves) Magic Resistance (-1) Murderous Poisoned Attacks Stony Stare Impetuous Monstrous Creatures Monsters Hand Weapon Halberd Petrifying gaze Petrifying gaze Light Armour Close Order Elven Reflexes Elven Reflexes Fear Hatred (X) Magic Resistance (-X) Murderous Murderous Poisoned Attacks Stony Stare Stony Stare Impetuous"},"1326":{"id":"dark-elves/unit/bloodwrack-shrine","path":"dark-elves/unit/bloodwrack-shrine","title":"Bloodwrack Shrine","pathText":"dark elves unit bloodwrack shrine","type":"unit","body":"Bloodwrack Shrine Shrinekeeper (x2) Bloodwrack Medusa Cost 175 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Shrinekeepers: Cavalry spears Bloodwrack Medusa: Cavalry spear and petrifying gaze Special Rules Close Order Dragged Along Elven Reflexes Frenzy Hatred (High Elves) Impact Hits (D6+1) Large Target Magic Resistance (-1) Murderous Poisoned Attacks Stony Stare Terror Heavy Chariots Chariots Cavalry Spear Cavalry Spear Petrifying Gaze Close Order Close Order Dragged Along Dragged Along Elven Reflexes Elven Reflexes Frenzy Frenzy Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Murderous Murderous Poisoned Attacks Poisoned Attacks Stony Stare Stony Stare Terror Terror"},"1327":{"id":"dark-elves/unit/bloodwrack-shrine-draft-1.5.2.2","path":"dark-elves/unit/bloodwrack-shrine-draft-1.5.2.2","title":"Bloodwrack Shrine","pathText":"dark elves unit bloodwrack shrine draft 1.5.2.2","type":"unit","body":"Bloodwrack Shrine Shrinekeeper (x2) Bloodwrack Medusa Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type Bloodwrack Shrine Troop Type Heavy Chariot Unit Category Chariot Equipment Cavalry spears Halberd petrifying gaze Special Rules Close Order Will of the Gods Elven Reflexes Hatred (High Elves) Impact Hits (D6+1) Large Target Magic Resistance (-1) Murderous Poisoned Attacks Stony Stare Terror Impetuous Heavy Chariots Chariots Cavalry Spear Halberd Petrifying gaze Petrifying gaze Close Order Will of the Gods Will of the Gods Elven Reflexes Elven Reflexes Hatred (X) Impact Hits (X) Large Target Magic Resistance (-X) Murderous Murderous Poisoned Attacks Stony Stare Stony Stare Terror Impetuous"},"1328":{"id":"dark-elves/unit/cauldron-of-blood","path":"dark-elves/unit/cauldron-of-blood","title":"Cauldron of Blood","pathText":"dark elves unit cauldron of blood","type":"unit","body":"A Cauldron of Blood may only be included in your army as a character's mount. Its points are added to that of its rider. Cauldron of Blood Witch Elf Crew (x2) Cost Override +150 points Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Witch Elf Crew: Two hand weapons Special Rules Blessings of Khaine Close Order Dragged Along Elven Reflexes Frenzy Hatred (High Elves) Impact Hits (D6+1) Large Target Magic Resistance (-1) Murderous Poisoned Attacks Terror Heavy Chariots Chariots Two Hand Weapons/Additional Hand Weapon Blessings of Khaine Blessings of Khaine Close Order Close Order Dragged Along Dragged Along Elven Reflexes Elven Reflexes Frenzy Frenzy Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Murderous Murderous Poisoned Attacks Poisoned Attacks Terror Terror"},"1329":{"id":"dark-elves/unit/cauldron-of-blood-draft-1.5.2.2","path":"dark-elves/unit/cauldron-of-blood-draft-1.5.2.2","title":"Cauldron of Blood","pathText":"dark elves unit cauldron of blood draft 1.5.2.2","type":"unit","body":"Cauldron of Blood Witch Elf Crew (x2) Cost +150 Base Size Min 60 x 100 mm, max 75x100 Unit Size 1 Armour Value 4+ Type Cauldron Of Blood Troop Type Heavy Chariot Unit Category Chariot Equipment Two hand weapons Special Rules Close Order Will of the Gods Elven Reflexes Frenzy Hatred (High Elves) Impact Hits (D6+1) Large Target Magic Resistance (-1) Terror Blessings Of Khaine Altar of Khaine A Cauldron of Blood may only be included in your army as a character’s mount. Its points are added to that of its rider. . Heavy Chariots Chariots Two Hand Weapons/Additional Hand Weapon Close Order Will of the Gods Will of the Gods Elven Reflexes Elven Reflexes Frenzy Hatred (X) Impact Hits (X) Large Target Magic Resistance (-X) Terror Blessings Of Khaine Blessings Of Khaine Altar of Khaine Altar of Khaine"},"1330":{"id":"dark-elves/unit/cold-one-chariot","path":"dark-elves/unit/cold-one-chariot","title":"Cold One Chariot","pathText":"dark elves unit cold one chariot","type":"unit","body":"A Cold One Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Knight Charioteer (x2) Cold One (x2) Cost 125 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Knight Charioteers: Hand weapons, cavalry spears and repeater crossbows Cold Ones: Claws and teeth (counts as a hand weapons) Special Rules Armour Bane (1, Cold One only) Close Order Elven Reflexes Fear First Charge Hatred (High Elves) Impact Hits (D6+1) Stupidity Heavy Chariots Chariots Hand Weapon Cavalry Spear Repeater Crossbow Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear First Charge First Charge Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Stupidity Stupidity"},"1331":{"id":"dark-elves/unit/cold-one-chariots-draft-1.5.2.2","path":"dark-elves/unit/cold-one-chariots-draft-1.5.2.2","title":"Cold One Chariots","pathText":"dark elves unit cold one chariots draft 1.5.2.2","type":"unit","body":"Chariot Knight Charioteer (x2) Cold One (x2) Cost 110 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Cold One Chariots Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapons cavalry spears repeater crossbows Claws and teeth (counts as hand weapons) Special Rules Armour Bane (1, Cold One only) Close Order Elven Reflexes Fear First Charge Hatred (High Elves) Impact Hits (D6+1) Stupidity A Scourgerunner Chariot or Cold One Chariot may be included in your army as a character’s mount. If so, its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Cavalry Spear Repeater Crossbow Hand Weapon Armour Bane (X) Close Order Elven Reflexes Elven Reflexes Fear First Charge Hatred (X) Impact Hits (X) Stupidity"},"1332":{"id":"dark-elves/unit/cold-one-dark-elves","path":"dark-elves/unit/cold-one-dark-elves","title":"Cold One (Dark Elves)","pathText":"dark elves unit cold one dark elves","type":"unit","body":"Cold One Cost Override +18 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws teeth (counts as a hand weapon) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Fear First Charge Stupidity Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Fear Fear First Charge First Charge Stupidity Stupidity Swiftstride Swiftstride"},"1333":{"id":"dark-elves/unit/cold-one-draft-1.5.2.2","path":"dark-elves/unit/cold-one-draft-1.5.2.2","title":"Cold One","pathText":"dark elves unit cold one draft 1.5.2.2","type":"unit","body":"Cold One Cost +18 Base Size 30 x 60 mm Unit Size 1 Type Cold One Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws and teeth (counts as a hand weapon) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Fear First Charge Stupidity Swiftstride Counter Charge Heavy Cavalry Cavalry Hand Weapon Armour Bane (X) Armoured Hide (X) Fear First Charge Stupidity Swiftstride Counter Charge"},"1334":{"id":"dark-elves/unit/cold-one-knights","path":"dark-elves/unit/cold-one-knights","title":"Cold One Knights","pathText":"dark elves unit cold one knights","type":"unit","body":"Cold One Knight Dread Knight Cold One Cost 31 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Cold One Knights: Hand weapons, lances, heavy armour and shields Cold Ones: Claws and teeth (counts as a hand weapons) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Close Order Elven Reflexes Fear First Charge Hatred (High Elves) Stupidity Swiftstride Options Any unit may: Upgrade one model to a Dread Knight (champion) +7 points per unit Upgrade one model to a standard bearer +7 points per unit Upgrade one model to a musician +7 points per unit Purchase a magic standard worth up to 50 points Replace heavy armour with full plate armour +4 points per model A Dread Knight may purchase magic items up to a total of 50 points Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear First Charge First Charge Hatred (X) Hatred (X) Stupidity Stupidity Swiftstride Swiftstride Heavy Armour Full Plate Armour"},"1335":{"id":"dark-elves/unit/cold-one-knights-draft-1.5.2.2","path":"dark-elves/unit/cold-one-knights-draft-1.5.2.2","title":"Cold One Knights","pathText":"dark elves unit cold one knights draft 1.5.2.2","type":"unit","body":"Cold One Knight Dread Knight Cold One Cost 31 Base Size 30 x 60 mm Unit Size 5+ Type Cold One Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Hand weapons lances heavy armour shields Claws and teeth (counts as hand weapons) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Close Order Elven Reflexes Fear First Charge Hatred (High Elves) Stupidity Swiftstride Counter Charge Options Any unit may: Upgrade one model to a Dread Knight (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 50 points, Replace heavy armour with full plate armour (+4/model) A Dread Knight may purchase magic items up to a total of 50 points Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Armour Bane (X) Armoured Hide (X) Close Order Elven Reflexes Elven Reflexes Fear First Charge Hatred (X) Stupidity Swiftstride Counter Charge"},"1336":{"id":"dark-elves/unit/dark-elf-dreadlord","path":"dark-elves/unit/dark-elf-dreadlord","title":"Dark Elf Dreadlord","pathText":"dark elves unit dark elf dreadlord","type":"unit","body":"Dark Elf Dreadlord Cost 130 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Eternal Hatred Hatred (High Elves) Murderous Strike First Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take one of the following: Repeater crossbow (+6 points) Repeater handbow (+5 points) Brace of repeater handbows (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Dark Steed (+14 points) Cold One (+18 points) Cold One Chariot (+125 points) Black Dragon (+280 points) Manticore (+130 points) May have the Sea Dragon Cloak special rule (+4 points) A Dreadlord may purchase magic items up to a total of 100 points Optional Rules Sea Dragon Cloak Note that Hatred (High Elves) and Strike First do not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Murderous Murderous Strike First Strike First Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Lance Repeater Crossbow Repeater Handbow Brace of Repeater Handbows Shield Light Armour Heavy Armour Full Plate Armour Dark Steed Cold One (Dark Elves) Cold One Chariot Black Dragon Manticore (Dark Elves) Sea Dragon Cloak Sea Dragon Cloak Sea Dragon Cloak"},"1337":{"id":"dark-elves/unit/dark-elf-dreadlord-draft-1.5.2.2","path":"dark-elves/unit/dark-elf-dreadlord-draft-1.5.2.2","title":"Dark Elf Dreadlord","pathText":"dark elves unit dark elf dreadlord draft 1.5.2.2","type":"unit","body":"Dark Elf Dreadlord Cost 130 Base Size 25 x 25 mm Unit Size 1 Type Dark Elf Nobles Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Eternal Hatred Hatred (High Elves) Murderous Strike First Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Halberd (+3), Lance (if appropriately mounted) (+4) May take one of the following: Repeater crossbow (+6), Repeater handbow (+5), Brace of repeater handbows (+10) May take a shield (+2) May replace light armour with: Heavy armour (+3), Full plate armour (+6) May have the Sea Dragon Cloak special rule (+4) A Dreadlord may purchase magic items up to a total of 100 points A Master may purchase magic items up to a total of 50 points May be mounted on a Dark Steed (+14 points) May be mounted on a Cold One (+18 points) May be mounted on a Dark Pegasus (+35 points) May be mounted on a Cold One Chariots May be mounted on a Black Dragon May be mounted on a Manticore Regular Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Eternal Hatred Eternal Hatred Hatred (X) Murderous Murderous Strike First Dark Steed Cold One Dark Pegasus Cold One Chariots Black Dragon Manticore"},"1338":{"id":"dark-elves/unit/dark-elf-master","path":"dark-elves/unit/dark-elf-master","title":"Dark Elf Master","pathText":"dark elves unit dark elf master","type":"unit","body":"Dark Elf Master Cost 70 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Eternal Hatred Hatred (High Elves) Murderous Strike First Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take one of the following: Repeater crossbow (+6 points) Repeater handbow (+5 points) Brace of repeater handbows (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Dark Steed (+14 points) Cold One (+18 points) Cold One Chariot (+125 points) May have the Sea Dragon Cloak special rule (+4 points) A Master may purchase magic items up to a total of 50 points Optional Rules Sea Dragon Cloak Note that Hatred (High Elves) and Strike First do not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Murderous Murderous Strike First Strike First Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Lance Repeater Crossbow Repeater Handbow Brace of Repeater Handbows Shield Light Armour Heavy Armour Full Plate Armour Dark Steed Cold One (Dark Elves) Cold One Chariot Sea Dragon Cloak Sea Dragon Cloak Sea Dragon Cloak"},"1339":{"id":"dark-elves/unit/dark-elf-master-draft-1.5.2.2","path":"dark-elves/unit/dark-elf-master-draft-1.5.2.2","title":"Dark Elf Master","pathText":"dark elves unit dark elf master draft 1.5.2.2","type":"unit","body":"Dark Elf Master Cost 70 Base Size 25 x 25 mm Unit Size 1 Type Dark Elf Nobles Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Eternal Hatred Hatred (High Elves) Murderous Strike First Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Halberd (+3), Lance (if appropriately mounted) (+4) May take one of the following: Repeater crossbow (+6), Repeater handbow (+5), Brace of repeater handbows (+10) May take a shield (+2) May replace light armour with: Heavy armour (+3), Full plate armour (+6) May have the Sea Dragon Cloak special rule (+4) A Dreadlord may purchase magic items up to a total of 100 points A Master may purchase magic items up to a total of 50 points May be mounted on a Dark Steed (+14 points) May be mounted on a Cold One (+18 points) May be mounted on a Dark Pegasus (+35 points) May be mounted on a Cold One Chariots Regular Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Eternal Hatred Eternal Hatred Hatred (X) Murderous Murderous Strike First Dark Steed Cold One Dark Pegasus Cold One Chariots"},"1340":{"id":"dark-elves/unit/dark-elf-shades","path":"dark-elves/unit/dark-elf-shades","title":"Dark Elf Shades","pathText":"dark elves unit dark elf shades","type":"unit","body":"Shade Bloodshade Cost 15 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons repeater crossbows Special Rules Elven Reflexes Evasive Hatred (High Elves) Move Through Cover Scouts Skirmishers Options The entire unit may take one of the following: Additional hand weapons (+1 point per model) Great weapons (+2 points per model) The entire unit may take light armour (+1 point per model) Any unit may upgrade one model to a Bloodshade (champion) (+6 points per unit) A Bloodshade may purchase magic items up to a total of 25 points 0-1 unit in your army may: Have the Ambushers special rule (+1 point per model) Have the Chariot Runners special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Optional Rules Ambushers Chariot Runners Veteran Regular Infantry Infantry Hand Weapon Hand Weapon Repeater Crossbow Repeater Crossbow Elven Reflexes Elven Reflexes Evasive Evasive Hatred (X) Hatred (X) Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation Two Hand Weapons/Additional Hand Weapon Great Weapon Light Armour Ambushers Chariot Runners Veteran Ambushers Ambushers Chariot Runners Chariot Runners Veteran Veteran"},"1341":{"id":"dark-elves/unit/dark-elf-shades-draft-1.5.2.2","path":"dark-elves/unit/dark-elf-shades-draft-1.5.2.2","title":"Dark Elf Shades","pathText":"dark elves unit dark elf shades draft 1.5.2.2","type":"unit","body":"Shade Bloodshade Cost 15 Base Size 25 x 25 mm Unit Size 5+ Type Dark Elf Shades Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons repeater crossbows light armour Special Rules Elven Reflexes Evasive Hatred (High Elves) Move through Cover Scouts Skirmishers Fire & Flee Options The entire unit may take one of the following: Additional hand weapons (+1/model), Great weapons (+2/model) Any unit may upgrade one model to a Bloodshade (champion) (+6) A Bloodshade may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1/model), Have the Chariot Runners special rule (+1/model), Have the Veteran special rule (+1/model), Have the Feigned Flight special rule (+1/model) Regular Infantry Infantry Hand Weapon Repeater Crossbow Light Armour Elven Reflexes Elven Reflexes Evasive Hatred (X) Move Through Cover Scouts Skirmishers Fire & Flee"},"1342":{"id":"dark-elves/unit/dark-elf-warriors","path":"dark-elves/unit/dark-elf-warriors","title":"Dark Elf Warriors","pathText":"dark elves unit dark elf warriors","type":"unit","body":"Dark Elf Warrior Lordling Cost 8 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Special Rules Close Order Elven Reflexes Hatred (High Elves) Martial Prowess Options Any unit may: Upgrade one model to a Lordling (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Dark Elf Warriors may take thrusting spears (+1 point per model) 0-1 unit per 1,000 points may: Have the Veteran special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Veteran Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Close Order Close Order Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Martial Prowess Martial Prowess Thrusting Spear Veteran Veteran Veteran"},"1343":{"id":"dark-elves/unit/dark-elf-warriors-draft-1.5.2.2","path":"dark-elves/unit/dark-elf-warriors-draft-1.5.2.2","title":"Dark Elf Warriors","pathText":"dark elves unit dark elf warriors draft 1.5.2.2","type":"unit","body":"Dark Elf Warrior Lordling Cost 8 Base Size 25 x 25 mm Unit Size 5+ Type Dark Elf Warriors Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Hand weapons repeater crossbows light armour Special Rules Close Order Elven Reflexes Hatred (High Elves) Martial Prowess Options Any unit may: Upgrade one model to a Lordling (champion) (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) Any unit of Dark Elf Warriors may take thrusting spears (+1/model) Any unit of Repeater Crossbowmen may take shields (+1/model) 0-1 unit per 1,000 points may: Have the Veteran special rule (+1/model), Purchase a magic standard worth up to 50 points Regular Infantry Infantry Hand Weapon Light Armour Shield Hand Weapon Repeater Crossbow Light Armour Close Order Elven Reflexes Elven Reflexes Hatred (X) Martial Prowess Martial Prowess"},"1344":{"id":"dark-elves/unit/dark-pegasus","path":"dark-elves/unit/dark-pegasus","title":"Dark Pegasus","pathText":"dark elves unit dark pegasus","type":"unit","body":"Dark Pegasus Cost Override +35 points Base Size 40 x 60 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) Special Rules Armour Bane (1, Dark Pegasus only) Counter Charge First Charge Fly (10) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge First Charge First Charge Fly (X) Fly (X) Swiftstride Swiftstride"},"1345":{"id":"dark-elves/unit/dark-pegasus-draft-1.5.2.2","path":"dark-elves/unit/dark-pegasus-draft-1.5.2.2","title":"Dark Pegasus","pathText":"dark elves unit dark pegasus draft 1.5.2.2","type":"unit","body":"Dark Pegasus Cost +35 Base Size 40 x 60 mm Unit Size 1 Type Dark Pegasus Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) Special Rules Armour Bane (1, Dark Pegasus only) Counter Charge First Charge Fly (10) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Armour Bane (X) Counter Charge First Charge Fly (X) Swiftstride"},"1346":{"id":"dark-elves/unit/dark-riders","path":"dark-elves/unit/dark-riders","title":"Dark Riders","pathText":"dark elves unit dark riders","type":"unit","body":"Dark Rider Herald Dark Steed Cost 16 Base Size 30 x 60 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Dark Riders: Hand weapons, cavalry spears and light armour Dark Steeds: Hooves (counts as a hand weapons) Special Rules Elven Reflexes Fast Cavalry Hatred (High Elves) Open Order Skirmishers Swiftstride Options The entire unit may take: Repeater crossbows (+2 points per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Herald (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) 0-1 unit per 1,000 points may: Have the Fire & Flee special rule (+1 point per model) Have the Scouts special rule (+1 point per model) Optional Rules Fire & Flee Scouts Light Cavalry Cavalry Hand Weapon Cavalry Spear Light Armour Hand Weapon Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Hatred (X) Hatred (X) Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Repeater Crossbow Shield Fire & Flee Scouts Fire & Flee Fire & Flee Scouts Scouts"},"1347":{"id":"dark-elves/unit/dark-riders-draft-1.5.2.2","path":"dark-elves/unit/dark-riders-draft-1.5.2.2","title":"Dark Riders","pathText":"dark elves unit dark riders draft 1.5.2.2","type":"unit","body":"Dark Rider Herald Dark Steed Cost 16 Base Size 30 x 60 mm Unit Size 5+ Type Dark Riders Troop Type Light Cavalry Unit Category Cavalry Equipment Special Rules Elven Reflexes Fast Cavalry Hatred (High Elves) Open Order Skirmishers Swiftstride Options The entire unit may take: Repeater crossbows (+2/model), Shields (+1/model) Any unit may: Upgrade one model to a Herald (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6) 0-1 unit per 1,000 points may: Have the Fire & Flee special rule (+1/model), Have the Scouts special rule (+1/model) Light Cavalry Cavalry Elven Reflexes Elven Reflexes Fast Cavalry Hatred (X) Open Order Skirmishers Swiftstride"},"1348":{"id":"dark-elves/unit/dark-steed","path":"dark-elves/unit/dark-steed","title":"Dark Steed","pathText":"dark elves unit dark steed","type":"unit","body":"Dark Steed Cost Override +14 points Base Size 30 x 60 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) Special Rules Fast Cavalry Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"1349":{"id":"dark-elves/unit/dark-steed-draft-1.5.2.2","path":"dark-elves/unit/dark-steed-draft-1.5.2.2","title":"Dark Steed","pathText":"dark elves unit dark steed draft 1.5.2.2","type":"unit","body":"Dark Steed Cost +14 Base Size 30 x 60 mm Unit Size 1 Type Dark Steed Troop Type Light Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand Weapon) Special Rules Fast Cavalry Swiftstride Light Cavalry Cavalry Hand Weapon Fast Cavalry Swiftstride"},"1350":{"id":"dark-elves/unit/death-hag","path":"dark-elves/unit/death-hag","title":"Death Hag","pathText":"dark elves unit death hag","type":"unit","body":"Death Hag Cost 70 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Two hand weapons Special Rules Eternal Hatred Frenzy Hatred (all enemies) Loner Murderous Poisoned Attacks Strike First Options May take one of the following gifts of Khaine: Cry of War (+15 points) Rune of Khaine (+10 points) Witchbrew (+20 points) May be mounted on a Cauldron of Blood (+150 points) May purchase magic items up to a total of 75 points Optional Rules Cry of War Rune of Khaine Witchbrew Regular Infantry Characters (Troop Types) Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Eternal Hatred Eternal Hatred Frenzy Frenzy Hatred (X) Hatred (X) Loner Loner Murderous Murderous Poisoned Attacks Poisoned Attacks Strike First Strike First Gifts of Khaine Cry of War Rune of Khaine Witchbrew Cauldron of Blood Cry of War Cry of War Rune of Khaine Rune of Khaine Witchbrew Witchbrew"},"1351":{"id":"dark-elves/unit/death-hag-draft-1.5.2.2","path":"dark-elves/unit/death-hag-draft-1.5.2.2","title":"Death Hag","pathText":"dark elves unit death hag draft 1.5.2.2","type":"unit","body":"Death Hag Cost 70 Base Size 25 x 25 mm Unit Size 1 Type Death Hags Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Two hand weapons Special Rules Eternal Hatred Frenzy Hatred (all enemies) Loner Murderous Poisoned Attacks Strike First Warband Options May take one of the following gifts of Khaine: Cry of War (+15), Rune of Khaine (+10), Witchbrew (+20) May be mounted on a Cauldron of Blood May purchase magic items up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Two Hand Weapons/Additional Hand Weapon Eternal Hatred Eternal Hatred Frenzy Hatred (X) Loner Murderous Murderous Poisoned Attacks Strike First Warband Cauldron of Blood"},"1352":{"id":"dark-elves/unit/doomfire-warlocks","path":"dark-elves/unit/doomfire-warlocks","title":"Doomfire Warlocks","pathText":"dark elves unit doomfire warlocks","type":"unit","body":"Doomfire Warlock Master Dark Steed Cost 22 Base Size 30 x 60 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Doomfire Warlocks: Hand weapons Dark Steeds: Hooves (counts as a hand weapons) Special Rules Cursed Coven Dark Runes Elven Reflexes Fast Cavalry Hatred (High Elves) Open Order Poisoned Attacks (Riders only) Swiftstride Options Any unit may upgrade one model to a Master (champion) (+6 points per unit) A Master may purchase magic items up to a total of 25 points Light Cavalry Cavalry Hand Weapon Hand Weapon Cursed Coven Cursed Coven Dark Runes Dark Runes Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Hatred (X) Hatred (X) Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"1353":{"id":"dark-elves/unit/doomfire-warlocks-draft-1.5.2.2","path":"dark-elves/unit/doomfire-warlocks-draft-1.5.2.2","title":"Doomfire Warlocks","pathText":"dark elves unit doomfire warlocks draft 1.5.2.2","type":"unit","body":"Doomfire Warlock Master Dark Steed Cost 22 Base Size 30 x 60 mm Unit Size 5+ Type Doomfire Warlocks Troop Type Light Cavalry Unit Category Cavalry Equipment Hand weapons Hooves (counts as hand weapons) Special Rules Cursed Coven Dark Runes Elven Reflexes Fast Cavalry Hatred (High Elves) Open Order Poisoned Attacks (Doomfire Warlocks and Master only) Swiftstride Options Any unit may upgrade one model to a Master (champion) (+6) A Master may purchase magic items up to a total of 25 points Light Cavalry Cavalry Hand Weapon Hand Weapon Cursed Coven Cursed Coven Dark Runes Dark Runes Elven Reflexes Elven Reflexes Fast Cavalry Hatred (X) Open Order Poisoned Attacks Swiftstride"},"1354":{"id":"dark-elves/unit/har-ganeth-executioners","path":"dark-elves/unit/har-ganeth-executioners","title":"Har Ganeth Executioners","pathText":"dark elves unit har ganeth executioners","type":"unit","body":"Executioner Draich Master Cost 15 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Har Ganeth greatswords heavy armour Special Rules Close Order Elven Reflexes Hatred (High Elves) Murderous Veteran Options Any unit may: Upgrade one model to a Draich Master (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Have the Drilled special rule (+2 points per model) Purchase a magic standard worth up to 50 points A Draich Master may purchase magic items up to a total of 25 points Optional Rules Drilled Regular Infantry Infantry Hand Weapon Hand Weapon Har Ganeth Greatsword Har Ganeth Greatsword Heavy Armour Heavy Armour Close Order Close Order Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Murderous Murderous Veteran Veteran Drilled Drilled Drilled"},"1355":{"id":"dark-elves/unit/har-ganeth-executioners-draft-1.5.2.2","path":"dark-elves/unit/har-ganeth-executioners-draft-1.5.2.2","title":"Har Ganeth Executioners","pathText":"dark elves unit har ganeth executioners draft 1.5.2.2","type":"unit","body":"Executioner Draich Master Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Har Ganeth Executioners Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Har Ganeth greatswords heavy armour Special Rules Close Order Elven Reflexes Hatred (High Elves) Murderous Veteran Options Any unit may: Upgrade one model to a Draich Master (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Have the Drilled special rule (+1/model), Purchase a magic standard worth up to 50 points A Draich Master may purchase magic items up to a total of 50 points Regular Infantry Infantry Hand Weapon Har Ganeth greatsword Heavy Armour Close Order Elven Reflexes Elven Reflexes Hatred (X) Murderous Murderous Veteran"},"1356":{"id":"dark-elves/unit/harpies-draft-1.5.2.2","path":"dark-elves/unit/harpies-draft-1.5.2.2","title":"Harpies","pathText":"dark elves unit harpies draft 1.5.2.2","type":"unit","body":"Harpy Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Harpies Troop Type Regular Infantry Unit Category Infantry Equipment Claws (counts as hand weapons) Special Rules Fly (10) Move through Cover Scouts Skirmishers Swiftstride Regular Infantry Infantry Hand Weapon Fly (X) Move Through Cover Scouts Skirmishers Swiftstride"},"1357":{"id":"dark-elves/unit/high-beastmaster","path":"dark-elves/unit/high-beastmaster","title":"High Beastmaster","pathText":"dark elves unit high beastmaster","type":"unit","body":"High Beastmaster Cost 75 Base Size (as mount) Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon whip light armour Special Rules Eternal Hatred Goad Beast Hatred (High Elves) Murderous Strike First Options May take a cavalry spear (+2 points) May take a repeater crossbow (+6 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) Must be mounted on one of the following: Scourgerunner Chariot (+85 points) Manticore (+130 points) May have the Sea Dragon Cloak special rule (+4 points) May purchase magic items up to a total of 75 points Note that Hatred (High Elves) and Strike First do not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Whip Whip Light Armour Light Armour Eternal Hatred Eternal Hatred Goad Beast Goad Beast Hatred (X) Hatred (X) Murderous Murderous Strike First Strike First Cavalry Spear Repeater Crossbow Shield Light Armour Heavy Armour Scourgerunner Chariot Manticore (Dark Elves) Sea Dragon Cloak"},"1358":{"id":"dark-elves/unit/high-beastmaster-draft-1.5.2.2","path":"dark-elves/unit/high-beastmaster-draft-1.5.2.2","title":"High Beastmaster","pathText":"dark elves unit high beastmaster draft 1.5.2.2","type":"unit","body":"High Beastmaster Cost 75 Base Size (as mount) Unit Size 1 Type High Beastmasters Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon whip light armour Special Rules Eternal Hatred Goad Beast Hatred (High Elves) Murderous Strike First Options May take a cavalry spear (+2) May take a repeater crossbow (+6) May take a shield (+2) May replace light armour with heavy armour (+3) Must be mounted on one of the following: Scourgerunner Chariot (Free), Manticore (Free) May have the Sea Dragon Cloak special rule (+4) May purchase magic items up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Whip Light Armour Eternal Hatred Eternal Hatred Goad Beast Goad Beast Hatred (X) Murderous Murderous Strike First Scourgerunner Chariots Manticore"},"1359":{"id":"dark-elves/unit/khainite-assassin","path":"dark-elves/unit/khainite-assassin","title":"Khainite Assassin","pathText":"dark elves unit khainite assassin","type":"unit","body":"Khainite Assassin Cost 80 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon throwing weapons Special Rules Eternal Hatred Hatred (all enemies) Hidden Immune to Psychology Murderous Strike First Options May take one of the following: Additional hand weapon (+3 points) Repeater handbow (+5 points) May take one of the following forbidden poisons: Black Lotus (+5 points) Dark Venom (+15 points) Manbane (+15 points) May purchase magic items up to a total of 50 points Optional Rules Black Lotus Dark Venom Manbane Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Throwing Weapons Throwing Weapons Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Hidden (Dark Elves) Hidden (Dark Elves) Immune to Psychology Immune to Psychology Murderous Murderous Strike First Strike First Two Hand Weapons/Additional Hand Weapon Repeater Handbow Forbidden Poisons Black Lotus Dark Venom Manbane Black Lotus Black Lotus Dark Venom Dark Venom Manbane Manbane"},"1360":{"id":"dark-elves/unit/khainite-assassin-draft-1.5.2.2","path":"dark-elves/unit/khainite-assassin-draft-1.5.2.2","title":"Khainite Assassin","pathText":"dark elves unit khainite assassin draft 1.5.2.2","type":"unit","body":"Khainite Assassin Cost 80 Base Size 25 x 25 mm Unit Size 1 Type Khainite Assassins Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon throwing weapons Special Rules Eternal Hatred Hatred (All Enemies) Hidden Immune to Psychology Murderous Strike First Poisoned Attacks s Options May take one of the following: Additional hand weapon (+3), Repeater handbow (+5) May take one of the following forbidden poisons: Black Lotus (+5), Dark Venom (+15), Manbane (+15) May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Throwing Weapons Eternal Hatred Eternal Hatred Hatred (X) Hidden Hidden Immune to Psychology Murderous Murderous Strike First Poisoned Attacks"},"1361":{"id":"dark-elves/unit/kharibdyss","path":"dark-elves/unit/kharibdyss","title":"Kharibdyss","pathText":"dark elves unit kharibdyss","type":"unit","body":"Kharibdyss Beastmaster Handlers (x2) Cost 195 Base Size 60 x 100 mm (Kharibdyss), 25 x 25 mm (Beastmaster Handlers) Unit Size 1 Armour Value 5+ Troop Type Behemoth Unit Category Monster Equipment Kharibdyss: Cavernous maw and writhing tentacles Beastmaster Handlers: Hand weapons and whips Special Rules Abyssal Howl Close Order Immune to Psychology Large Target Monster Handlers Stomp Attacks (D3+1) Terror Behemoths Monsters Cavernous Maw Writhing Tentacles (Dark Elves) Hand Weapon Whip Abyssal Howl Abyssal Howl Close Order Close Order Immune to Psychology Immune to Psychology Large Target Large Target Monster Handlers Monster Handlers Stomp Attacks (X) Stomp Attacks (X) Terror Terror"},"1362":{"id":"dark-elves/unit/kharibdyss-draft-1.5.2.2","path":"dark-elves/unit/kharibdyss-draft-1.5.2.2","title":"Kharibdyss","pathText":"dark elves unit kharibdyss draft 1.5.2.2","type":"unit","body":"Kharibdyss Beastmaster Handlers (x2) Cost 145 Base Size 60 x 100 mm (Kharibdyss), 25 x 25 mm (Beastmaster Handlers) Unit Size 1 Armour Value 4+ Type Kharibdyss Troop Type Behemoth Unit Category Monster Equipment Cavernous maw writhing tentacles Hand weapons whips Special Rules Abyssal Howl Close Order Immune to Psychology Large Target Monster Handlers Stomp Attacks (D3+1) Terror Behemoths Monsters Cavernous maw Cavernous maw Writhing Tentacles Writhing Tentacles Hand Weapon Whip Abyssal Howl Abyssal Howl Close Order Immune to Psychology Large Target Monster Handlers Stomp Attacks (X) Terror"},"1363":{"id":"dark-elves/unit/manticore-dark-elves","path":"dark-elves/unit/manticore-dark-elves","title":"Manticore (Dark Elves)","pathText":"dark elves unit manticore dark elves","type":"unit","body":"A Manticore may only be included in your army as a character's mount. Its points are added to that of its rider. Manticore Cost Override +130 points Base Size 60 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Wilful Beast Options May have a venomous tail (+15 points) Optional Rules Venomous Tail Monstrous Creatures Monsters Wicked Claws Wicked Claws Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Wilful Beast Wilful Beast Venomous Tail Venomous Tail Venomous Tail"},"1364":{"id":"dark-elves/unit/manticore-draft-1.5.2.2","path":"dark-elves/unit/manticore-draft-1.5.2.2","title":"Manticore","pathText":"dark elves unit manticore draft 1.5.2.2","type":"unit","body":"Manticore Cost +130 Base Size 60 x 100 mm Unit Size 1 Type Manticore Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Wilful Beast A Manticore may only be included in your army as a character’s mount. Its points are added to that of its rider. Options May have a venomous tail (+15) Monstrous Creatures Monsters Wicked claws Wicked claws Heavy Armour Close Order Fly (X) Large Target Stomp Attacks (X) Swiftstride Terror Wilful Beast Wilful Beast"},"1365":{"id":"dark-elves/unit/reaper-bolt-thrower","path":"dark-elves/unit/reaper-bolt-thrower","title":"Reaper Bolt Thrower","pathText":"dark elves unit reaper bolt thrower","type":"unit","body":"Reaper Bolt Thrower Dark Elf Crew Cost 80 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Repeater bolt thrower hand weapons light armour Special Rules Elven Reflexes Hatred (High Elves) Skirmishers War Machines War Machines Bolt Throwers Bolt Throwers Hand Weapon Hand Weapon Light Armour Light Armour Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Skirmish Formation Skirmish Formation"},"1366":{"id":"dark-elves/unit/reaper-bolt-thrower-draft-1.5.2.2","path":"dark-elves/unit/reaper-bolt-thrower-draft-1.5.2.2","title":"Reaper Bolt Thrower","pathText":"dark elves unit reaper bolt thrower draft 1.5.2.2","type":"unit","body":"Reaper Bolt Thrower Dark Elf Crew Cost 80 Base Size 50 x 50 (war machine), 25 x 25 (crew) Unit Size 1 Type Reaper Bolt Thrower Troop Type War Machine Unit Category War Machine Equipment Repeater bolt thrower hand weapons light armour Special Rules Elven Reflexes Hatred (High Elves) Skirmishers War Machines War Machines Hand Weapon Light Armour Elven Reflexes Elven Reflexes Hatred (X) Skirmishers"},"1367":{"id":"dark-elves/unit/repeater-crossbowmen","path":"dark-elves/unit/repeater-crossbowmen","title":"Repeater Crossbowmen","pathText":"dark elves unit repeater crossbowmen","type":"unit","body":"Repeater Crossbowman Lordling Cost 11 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons repeater crossbows light armour Special Rules Close Order Elven Reflexes Hatred (High Elves) Martial Prowess Options Any unit may: Upgrade one model to a Lordling (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Repeater Crossbowmen may take shields (+1 point per model) 0-1 unit per 1,000 points may: Have the Veteran special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Veteran Regular Infantry Infantry Hand Weapon Hand Weapon Repeater Crossbow Repeater Crossbow Light Armour Light Armour Close Order Close Order Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Martial Prowess Martial Prowess Shield Veteran Veteran Veteran"},"1368":{"id":"dark-elves/unit/repeater-crossbowmen-draft-1.5.2.2","path":"dark-elves/unit/repeater-crossbowmen-draft-1.5.2.2","title":"Repeater Crossbowmen","pathText":"dark elves unit repeater crossbowmen draft 1.5.2.2","type":"unit","body":"Repeater Crossbowman Lordling Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Dark Elf Warriors Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Hand weapons repeater crossbows light armour Special Rules Close Order Elven Reflexes Hatred (High Elves) Martial Prowess Options Any unit may: Upgrade one model to a Lordling (champion) (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) Any unit of Dark Elf Warriors may take thrusting spears (+1/model) Any unit of Repeater Crossbowmen may take shields (+1/model) 0-1 unit per 1,000 points may: Have the Veteran special rule (+1/model), Purchase a magic standard worth up to 50 points Regular Infantry Infantry Hand Weapon Light Armour Shield Hand Weapon Repeater Crossbow Light Armour Close Order Elven Reflexes Elven Reflexes Hatred (X) Martial Prowess Martial Prowess"},"1369":{"id":"dark-elves/unit/scourgerunner-chariot","path":"dark-elves/unit/scourgerunner-chariot","title":"Scourgerunner Chariot","pathText":"dark elves unit scourgerunner chariot","type":"unit","body":"A Scourgerunner Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Beastmaster Crew (x2) Dark Steed (x2) Cost 85 Base Size 50 x 100 mm Unit Size 1-3 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Chariot: Ravager harpoon Beastmaster Crew: Hand weapons, cavalry spears and repeater crossbows Dark Steeds: Hooves (counts as hand weapons) Special Rules Elven Reflexes Hatred (High Elves) Impact Hits (D6) Open Order Sea Dragon Cloak Swiftstride Light Chariots Chariots Ravager Harpoon Hand Weapon Cavalry Spear Repeater Crossbow Hand Weapon Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Open Order Formation Open Order Formation Sea Dragon Cloak Sea Dragon Cloak Swiftstride Swiftstride"},"1370":{"id":"dark-elves/unit/scourgerunner-chariots-draft-1.5.2.2","path":"dark-elves/unit/scourgerunner-chariots-draft-1.5.2.2","title":"Scourgerunner Chariots","pathText":"dark elves unit scourgerunner chariots draft 1.5.2.2","type":"unit","body":"Chariot Beastmaster Crew (x2) Dark Steed (x2) Cost 85 Base Size 50 x 100 mm Unit Size 1-3 Armour Value 5+ Type Scourgerunner Chariots Troop Type Light Chariot Unit Category Chariot Equipment Ravager harpoon Hand weapons cavalry spears repeater crossbows Hooves (counts as hand weapons) Special Rules Elven Reflexes Hatred (High Elves) Impact Hits (D6) Open Order Sea Dragon Cloak Swiftstride Light Chariots Chariots Ravager harpoon Ravager harpoon Hand Weapon Cavalry Spear Repeater Crossbow Hand Weapon Elven Reflexes Elven Reflexes Hatred (X) Impact Hits (X) Open Order Sea Dragon Cloak Sea Dragon Cloak Swiftstride"},"1371":{"id":"dark-elves/unit/sisters-of-slaughter","path":"dark-elves/unit/sisters-of-slaughter","title":"Sisters of Slaughter","pathText":"dark elves unit sisters of slaughter","type":"unit","body":"Sister of Slaughter Hag Cost 17 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons lash & buckler Special Rules Dance of Death Elven Reflexes Hatred (High Elves) Impetuous Loner Murderous Open Order Options Any unit may: Upgrade one model to a Hag (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Lash & Buckler Lash & Buckler Dance of Death Dance of Death Elven Reflexes Elven Reflexes Hatred (X) Hatred (X) Impetuous Impetuous Loner Loner Murderous Murderous Open Order Formation Open Order Formation"},"1372":{"id":"dark-elves/unit/sisters-of-slaughter-draft-1.5.2.2","path":"dark-elves/unit/sisters-of-slaughter-draft-1.5.2.2","title":"Sisters of Slaughter","pathText":"dark elves unit sisters of slaughter draft 1.5.2.2","type":"unit","body":"Sister of Slaughter Handmaiden of Shards Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Sisters of Slaughter Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons lash & buckler Special Rules Dance of Death Hatred (High Elves) Murderous Strike First Open Order Skirmishers Warband First to the Fray Options Any unit may: Upgrade one model to a Handmaiden of Shards (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 50 points A Handmaiden of Shards may purchase magic items up to a total of 25 points Regular Infantry Infantry Hand Weapon Lash & buckler Lash & buckler Dance Of Death Dance Of Death Hatred (X) Murderous Murderous Strike First Open Order Skirmishers Warband First to the Fray First to the Fray"},"1373":{"id":"dark-elves/unit/sorceress","path":"dark-elves/unit/sorceress","title":"Sorceress","pathText":"dark elves unit sorceress","type":"unit","body":"Sorceress Cost 75 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Eternal Hatred Hatred (High Elves) Hekarti's Blessing Lore of Naggaroth Murderous Options May be mounted: Dark Steed (+14 points) Cold One (+18 points) Dark Pegasus(+35 points) A Sorceress may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Hekarti's Blessing Hekarti's Blessing Lore of Naggaroth Lore of Naggaroth Murderous Murderous Dark Steed Cold One (Dark Elves) Dark Pegasus"},"1374":{"id":"dark-elves/unit/sorceress-draft-1.5.2.2","path":"dark-elves/unit/sorceress-draft-1.5.2.2","title":"Sorceress","pathText":"dark elves unit sorceress draft 1.5.2.2","type":"unit","body":"Sorceress Cost 80 Base Size 25 x 25 mm Unit Size 1 Type Dark Elf Sorceresses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Eternal Hatred Hatred (High Elves) Hekarti’s Blessing Lore of Naggaroth Murderous Options A Sorceress may: Be a Level 2 Wizard (+30), Purchase magic items up to a total of 50 points May be mounted on a Dark Steed (+14 points) May be mounted on a Cold One (+18 points) May be mounted on a Dark Pegasus (+35 points) Regular Infantry Characters (Troop Types) Infantry Hand Weapon Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Hekarti’s Blessing Hekarti’s Blessing Lore of Naggaroth Murderous Murderous Dark Steed Cold One Dark Pegasus"},"1375":{"id":"dark-elves/unit/supreme-sorceress","path":"dark-elves/unit/supreme-sorceress","title":"Supreme Sorceress","pathText":"dark elves unit supreme sorceress","type":"unit","body":"Supreme Sorceress Cost 150 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Eternal Hatred Hatred (High Elves) Hekarti's Blessing Lore of Naggaroth Murderous Options May be mounted: Dark Steed (+14 points) Cold One (+18 points) Dark Pegasus(+35 points) Black Dragon (+280 points) A Supreme Sorceress may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Hatred (X) Hekarti's Blessing Hekarti's Blessing Lore of Naggaroth Lore of Naggaroth Murderous Murderous Dark Steed Cold One (Dark Elves) Dark Pegasus Black Dragon"},"1376":{"id":"dark-elves/unit/supreme-sorceress-draft-1.5.2.2","path":"dark-elves/unit/supreme-sorceress-draft-1.5.2.2","title":"Supreme Sorceress","pathText":"dark elves unit supreme sorceress draft 1.5.2.2","type":"unit","body":"Supreme Sorceress Cost 155 Base Size 25 x 25 mm Unit Size 1 Type Dark Elf Sorceresses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Eternal Hatred Hatred (High Elves) Hekarti’s Blessing Lore of Naggaroth Murderous Options A Supreme Sorceress may: Be a Level 4 Wizard (+30), Purchase magic items up to a total of 100 points May be mounted on a Dark Steed (+14 points) May be mounted on a Cold One (+18 points) May be mounted on a Dark Pegasus (+35 points) May be mounted on a Black Dragon Regular Infantry Characters (Troop Types) Infantry Hand Weapon Elven Reflexes Elven Reflexes Eternal Hatred Eternal Hatred Hatred (X) Hekarti’s Blessing Hekarti’s Blessing Lore of Naggaroth Murderous Murderous Dark Steed Cold One Dark Pegasus Black Dragon"},"1377":{"id":"dark-elves/unit/war-hydra","path":"dark-elves/unit/war-hydra","title":"War Hydra","pathText":"dark elves unit war hydra","type":"unit","body":"War Hydra Beastmaster Handlers (x2) Cost 200 Base Size 60 x 100 mm (War Hydra), 25 x 25 mm (Beastmaster Handlers) Unit Size 1 Armour Value 5+ Troop Type Behemoth Unit Category Monster Equipment War Hydra: Wicked claws, serrated maws and fiery breath Beastmaster Handlers: Hand weapons and whips Special Rules Close Order Extra Attacks (+remaining Wounds) Immune to Psychology Large Target Monster Handlers Regeneration (5+) Stomp Attacks (D3) Terror Behemoths Monsters Wicked Claws Serrated Maws Fiery Breath (Dark Elves) Hand Weapon Whip Close Order Close Order Extra Attacks (+X) Extra Attacks (+X) Immune to Psychology Immune to Psychology Large Target Large Target Monster Handlers Monster Handlers Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Terror Terror"},"1378":{"id":"dark-elves/unit/war-hydra-draft-1.5.2.2","path":"dark-elves/unit/war-hydra-draft-1.5.2.2","title":"War Hydra","pathText":"dark elves unit war hydra draft 1.5.2.2","type":"unit","body":"War Hydra Beastmaster Handlers (x2) Cost 165 Base Size 60 x 100 mm (War Hydra), 25 x 25 mm (Beastmaster Handlers) Unit Size 1 Armour Value 4+ Type War Hydra Troop Type Behemoth Unit Category Monster Equipment Wicked claws serrated maws fiery breath Hand weapons whips Special Rules Close Order Extra Attacks (+remaining Wounds) Immune to Psychology Large Target Monster Handlers Regeneration (5+) Flammable Stomp Attacks (D3+1) Terror If One Head is Severed… Another Takes Its Place Behemoths Monsters Wicked claws Wicked claws Serrated maws Serrated maws Fiery breath Fiery breath Hand Weapon Whip Close Order Extra Attacks (+X) Immune to Psychology Large Target Monster Handlers Regeneration (X+) Flammable Stomp Attacks (X) Terror If One Head is Severed…Another Takes Its Place If One Head is Severed…Another Takes Its Place"},"1379":{"id":"dark-elves/unit/witch-elves","path":"dark-elves/unit/witch-elves","title":"Witch Elves","pathText":"dark elves unit witch elves","type":"unit","body":"Witch Elf Hag Cost 11 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons Special Rules Close Order Elven Reflexes Frenzy Hatred (High Elves) Horde Loner Murderous Poisoned Attacks Options Any unit may: Upgrade one model to a Hag (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Close Order Close Order Elven Reflexes Elven Reflexes Frenzy Frenzy Hatred (X) Hatred (X) Horde Horde Loner Loner Murderous Murderous Poisoned Attacks Poisoned Attacks"},"1380":{"id":"dark-elves/unit/witch-elves-draft-1.5.2.2","path":"dark-elves/unit/witch-elves-draft-1.5.2.2","title":"Witch Elves","pathText":"dark elves unit witch elves draft 1.5.2.2","type":"unit","body":"Witch Elf Hag Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Witch Elves Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons Special Rules Close Order Frenzy Hatred (High Elves) Horde Loner Murderous Poisoned Attacks Strike First Warband Options Any unit may: Upgrade one model to a Hag (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 50 points Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Close Order Frenzy Hatred (X) Horde Loner Murderous Murderous Poisoned Attacks Strike First Warband"},"1381":{"id":"dark-elves/weapon/cavernous-maw","path":"dark-elves/weapon/cavernous-maw","title":"Cavernous Maw","pathText":"dark elves weapon cavernous maw","type":"rule","body":"Cavernous Maw Armour Bane (1) Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon. Armour Bane (X) Killing Blow"},"1382":{"id":"dark-elves/weapon/cavernous-maw-draft-1.5.2.2","path":"dark-elves/weapon/cavernous-maw-draft-1.5.2.2","title":"Cavernous maw","pathText":"dark elves weapon cavernous maw draft 1.5.2.2","type":"rule","body":"Cavernous maw Armour Bane (1) Killing Blow In combat, this model must make one of its attacks each turn with this weapon. Armour Bane (X) Killing Blow"},"1383":{"id":"dark-elves/weapon/dread-halberd","path":"dark-elves/weapon/dread-halberd","title":"Dread Halberd","pathText":"dark elves weapon dread halberd","type":"rule","body":"Dread Halberd Armour Bane (1) Fight in Extra Rank Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged. Armour Bane (X) Fight in Extra Rank Requires Two Hands Supporting Attacks"},"1384":{"id":"dark-elves/weapon/dread-halberd-draft-1.5.2.2","path":"dark-elves/weapon/dread-halberd-draft-1.5.2.2","title":"Dread halberd","pathText":"dark elves weapon dread halberd draft 1.5.2.2","type":"rule","body":"Dread halberd Armour Bane (1) Fight in Extra Rank Requires Two Hands A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged. Armour Bane (X) Fight in Extra Rank Requires Two Hands"},"1385":{"id":"dark-elves/weapon/fiery-breath-dark-elves","path":"dark-elves/weapon/fiery-breath-dark-elves","title":"Fiery Breath (Dark Elves)","pathText":"dark elves weapon fiery breath dark elves","type":"rule","body":"Fiery Breath (Dark Elves) Breath Weapon Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model's remaining Wounds. Breath Weapon Flaming Attacks"},"1386":{"id":"dark-elves/weapon/fiery-breath-draft-1.5.2.2","path":"dark-elves/weapon/fiery-breath-draft-1.5.2.2","title":"Fiery breath","pathText":"dark elves weapon fiery breath draft 1.5.2.2","type":"rule","body":"Fiery breath Breath Weapon Flaming Attacks The Strength characteristic of this weapon is equal to this model’s remaining Wounds. Breath Weapon Flaming Attacks"},"1387":{"id":"dark-elves/weapon/har-ganeth-greatsword","path":"dark-elves/weapon/har-ganeth-greatsword","title":"Har Ganeth Greatsword","pathText":"dark elves weapon har ganeth greatsword","type":"rule","body":"Har Ganeth Greatsword Cleaving Blow Requires Two Hands Cleaving Blow Requires Two Hands"},"1388":{"id":"dark-elves/weapon/har-ganeth-greatsword-draft-1.5.2.2","path":"dark-elves/weapon/har-ganeth-greatsword-draft-1.5.2.2","title":"Har Ganeth greatsword","pathText":"dark elves weapon har ganeth greatsword draft 1.5.2.2","type":"rule","body":"Har Ganeth greatsword Cleaving Blow Requires Two Hands Cleaving Blow Requires Two Hands"},"1389":{"id":"dark-elves/weapon/lash-and-buckler","path":"dark-elves/weapon/lash-and-buckler","title":"Lash & Buckler","pathText":"dark elves weapon lash and buckler","type":"rule","body":"Lash & Buckler Armour Bane (1) Fight in Extra Rank Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1. Armour Bane (X) Fight in Extra Rank Requires Two Hands Armour Value"},"1390":{"id":"dark-elves/weapon/lash-buckler-draft-1.5.2.2","path":"dark-elves/weapon/lash-buckler-draft-1.5.2.2","title":"Lash & buckler","pathText":"dark elves weapon lash buckler draft 1.5.2.2","type":"rule","body":"Lash & buckler Armour Bane (1) Fight in Extra Rank Requires Two Hands A Lash & Buckler counts as both a handweapon and shield and allows the use of the Parry special rule. Armour Bane (X) Fight in Extra Rank Requires Two Hands"},"1391":{"id":"dark-elves/weapon/noxious-breath","path":"dark-elves/weapon/noxious-breath","title":"Noxious Breath","pathText":"dark elves weapon noxious breath","type":"rule","body":"Noxious Breath Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon Start of Turn Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"1392":{"id":"dark-elves/weapon/noxious-breath-draft-1.5.2.2","path":"dark-elves/weapon/noxious-breath-draft-1.5.2.2","title":"Noxious breath","pathText":"dark elves weapon noxious breath draft 1.5.2.2","type":"rule","body":"Noxious breath Breath Weapon Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon"},"1393":{"id":"dark-elves/weapon/petrifying-gaze-draft-1.5.2.2","path":"dark-elves/weapon/petrifying-gaze-draft-1.5.2.2","title":"Petrifying gaze","pathText":"dark elves weapon petrifying gaze draft 1.5.2.2","type":"rule","body":"Petrifying gaze Magical Attacks Multiple Wounds (D3) Multiple Shots D3 When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Magical Attacks Multiple Wounds (X) Multiple Shots (X)"},"1394":{"id":"dark-elves/weapon/ravager-harpoon","path":"dark-elves/weapon/ravager-harpoon","title":"Ravager Harpoon","pathText":"dark elves weapon ravager harpoon","type":"rule","body":"Ravager Harpoon Cumbersome Multiple Wounds (D3) Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow. Cumbersome Multiple Wounds (X) Ponderous"},"1395":{"id":"dark-elves/weapon/ravager-harpoon-draft-1.5.2.2","path":"dark-elves/weapon/ravager-harpoon-draft-1.5.2.2","title":"Ravager harpoon","pathText":"dark elves weapon ravager harpoon draft 1.5.2.2","type":"rule","body":"Ravager harpoon Cumbersome Multiple Wounds (D3) Cumbersome Multiple Wounds (X)"},"1396":{"id":"dark-elves/weapon/serrated-maw-draft-1.5.2.2","path":"dark-elves/weapon/serrated-maw-draft-1.5.2.2","title":"Serrated maw","pathText":"dark elves weapon serrated maw draft 1.5.2.2","type":"rule","body":"Serrated maw Armour Bane (2) Multiple Wounds (2) In combat, this model must make one of its attacks each turn with this weapon. Armour Bane (X) Multiple Wounds (X)"},"1397":{"id":"dark-elves/weapon/serrated-maws","path":"dark-elves/weapon/serrated-maws","title":"Serrated Maws","pathText":"dark elves weapon serrated maws","type":"rule","body":"Serrated Maws Armour Bane (1) Multiple Wounds (2) Notes: In combat, this model must make each attack granted by the Extra Attacks (+remaining Wounds) special rule with this weapon. Armour Bane (X) Multiple Wounds (X) Extra Attacks (+X)"},"1398":{"id":"dark-elves/weapon/serrated-maws-draft-1.5.2.2","path":"dark-elves/weapon/serrated-maws-draft-1.5.2.2","title":"Serrated maws","pathText":"dark elves weapon serrated maws draft 1.5.2.2","type":"rule","body":"Serrated maws Armour Bane (1) Multiple Wounds (2) In combat, this model must make each attack granted by the Extra Attacks (+remaining Wounds) special rule with this weapon. Armour Bane (X) Multiple Wounds (X)"},"1399":{"id":"dark-elves/weapon/venomous-tail-draft-1.5.2.2","path":"dark-elves/weapon/venomous-tail-draft-1.5.2.2","title":"Venomous tail","pathText":"dark elves weapon venomous tail draft 1.5.2.2","type":"rule","body":"Venomous tail Poisoned Attacks Strike First Poisoned Attacks Strike First"},"1400":{"id":"dark-elves/weapon/wicked-claws-draft-1.5.2.2","path":"dark-elves/weapon/wicked-claws-draft-1.5.2.2","title":"Wicked claws","pathText":"dark elves weapon wicked claws draft 1.5.2.2","type":"rule","body":"Wicked claws"},"1401":{"id":"dark-elves/weapon/writhing-tentacles-dark-elves","path":"dark-elves/weapon/writhing-tentacles-dark-elves","title":"Writhing Tentacles (Dark Elves)","pathText":"dark elves weapon writhing tentacles dark elves","type":"rule","body":"Writhing Tentacles (Dark Elves) Poisoned Attacks Poisoned Attacks"},"1402":{"id":"dark-elves/weapon/writhing-tentacles-draft-1.5.2.2","path":"dark-elves/weapon/writhing-tentacles-draft-1.5.2.2","title":"Writhing Tentacles","pathText":"dark elves weapon writhing tentacles draft 1.5.2.2","type":"rule","body":"Writhing Tentacles Poisoned Attacks Poisoned Attacks"},"1403":{"id":"dwarfen-mountain-holds/armylist/expeditionary-force","path":"dwarfen-mountain-holds/armylist/expeditionary-force","title":"Expeditionary Force","pathText":"dwarfen mountain holds armylist expeditionary force","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Dwarfen Mountain Holds army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Expeditionary Force in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 1+ Engineer or Engineer Sapper 0-1 Daemon Slayer or Dragon Slayer Thanes and Runesmiths Core At least 25% of your army's points value must be spent on: Dwarfen Warriors, Thunderers and Dwarf Carts 0-1 unit of Rangers per 1,000 points 0-1 unit of Scout Gyrocopters may be taken as a Core choice per 1,000 points Special Up to 50% of your army’s points value may be spent on: Miners, Scout Gyrocopters and Gyrocopters 0-3 war machines chosen from the following list per 1,000 points: Bolt Thrower Grudge Thrower Cannon Rare Up to 33% of your army’s points value may be spent on: Gyrobombers 0-1 unit of Slayers 0-2 war machines chosen from the following list per 1,000 points: Organ Gun Flame Cannon Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Imperial Dwarf Mercenaries 0-2 Doomseekers per 1,000 points 0-1 Goblin-hewer per 1,000 points Prince Ulther's Dragon Company Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Thane or Engineer in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on Weapon, Armour and Talismanic runes, a Battle Standard Bearer can purchase Standard runes with no points limit. Runic Items Any models that have the option to purchase runes may do as described. Forming Units Warhammer Armies Engineer Engineer Sapper Daemon Slayer Dragon Slayer Thane Runesmith Dwarf Warriors Thunderers Dwarf Cart Rangers Scout Gyrocopter Miners Scout Gyrocopter Gyrocopter Bolt Thrower Grudge Thrower Cannon Gyrobomber Slayers Organ Gun Flame Cannon Mercenaries (Warhammer Armies) Imperial Dwarf Mercenaries Doomseeker Goblin-Hewer Prince Ulther's Dragon Company Mercenaries Misbehaving Mercenaries The Battle Standard Runic Items"},"1404":{"id":"dwarfen-mountain-holds/armylist/grand-army","path":"dwarfen-mountain-holds/armylist/grand-army","title":"Dwarfen Mountain Holds Army List","pathText":"dwarfen mountain holds armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Dwarfen Mountain Holds. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 King, Anvil of Doom or Runelord per 1,000 points Thanes, Runesmiths, Daemon Slayers, Dragon Slayers and Dwarf Engineers Core At least 25% of your army's points value must be spent on: Dwarf Warriors, Quarrellers and Thunderers 0-1 unit of Rangers may be taken as a Core choice If your General is a King, 0-1 unit of Longbeards may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Longbeards, Ironbreakers, Miners, Slayers and Gyrocopters 0-1 unit of Hammerers per King or Thane taken 0-3 war machines chosen from the following list per 1,000 points: Bolt Thrower Grudge Thrower Cannon Rare Up to 25% of your army's points value may be spent on: Rangers, Irondrakes and Gyrobombers 0-2 war machines chosen from the following list per 1,000 points: Organ Gun Flame Cannon 0-4 Dwarf Carts If army has one more Slayers of Legend, may include 0-1 Goblin-hewer per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Prince Ulther's Dragon Company 0-3 Doomseekers 0-1 unit of Imperial Dwarf Mercenaries 0-1 unit of Imperial Ogres Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Dwarfen Mountain Holds Army of Infamy composition list One of the following Grand Army composition lists: Empire of Man Grand Cathay Kingdom of Bretonnia (Uneasy) High Elf Realms (Suspicious) Battle Standard Bearer A single Thane in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on Weapon, Armour and Talismanic runes, a Battle Standard Bearer can purchase Standard runes with no points limit. Forming Units Warhammer Armies King Anvil of Doom Runelord Thane Runesmith Daemon Slayer Dragon Slayer Engineer Dwarf Warriors Quarrellers Thunderers Rangers King Longbeards Longbeards Ironbreakers Miners Slayers Gyrocopter Hammerers King Thane Bolt Thrower Grudge Thrower Cannon Rangers Irondrakes Gyrobomber Organ Gun Flame Cannon Dwarf Cart Goblin-Hewer Mercenaries (Warhammer Armies) Badlands Ogre Bulls Prince Ulther's Dragon Company Doomseeker Imperial Dwarf Mercenaries Imperial Ogres Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Empire of Man Grand Cathay Army List Kingdom of Bretonnia Uneasy Allied Contingents High Elf Realms Suspicious Allied Contingents The Battle Standard"},"1405":{"id":"dwarfen-mountain-holds/armylist/royal-clans","path":"dwarfen-mountain-holds/armylist/royal-clans","title":"Royal Clans","pathText":"dwarfen mountain holds armylist royal clans","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Dwarfen Mountain Holds army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Royal Clan army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 1+ King or Thane 0-1 Anvil of Doom or Runelord per 1,000 points Runesmiths Core At least 25% of your army's points value must be spent on: Royal Clan Warriors, Longbeards and Quarrellers Special Up to 50% of your army’s points value may be spent on: Hammerers and Dwarf Carts (not including Miner’s Carts) 0-3 war machines chosen from the following list per 1,000 points: Bolt Thrower Grudge Thrower Rare Up to 25% of your army’s points value may be spent on: Rangers, Ironbreakers and Irondrakes Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Imperial Dwarf Mercenaries 0-4 Doomseekers 0-1 Goblin-hewer per 1,000 points Prince Ulther's Dragon Company Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Thane or Runesmith in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on Weapon, Armour and Talismanic runes, a Battle Standard Bearer can purchase Standard runes with no points limit. Runic Items Any models that have the option to purchase runes may do as described. Forming Units Warhammer Armies King Thane Anvil of Doom Runelord Runesmith Royal Clan Warriors Longbeards Quarrellers Hammerers Dwarf Cart Bolt Thrower Grudge Thrower Rangers Ironbreakers Irondrakes Mercenaries (Warhammer Armies) Imperial Dwarf Mercenaries Doomseeker Goblin-Hewer Prince Ulther's Dragon Company Mercenaries Misbehaving Mercenaries The Battle Standard Runic Items"},"1406":{"id":"dwarfen-mountain-holds/armylist/slayer-host","path":"dwarfen-mountain-holds/armylist/slayer-host","title":"Slayer Host","pathText":"dwarfen mountain holds armylist slayer host","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Dwarfen Mountain Holds army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Slayer Host army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: Ungrim Ironfist, Slayer King of Karak Kadrin 0-1 Daemon Slayer per 1,000 points 0-2 Dragon Slayers per unit of Slayers taken Core At least 20% of your army's points value must be spent on: Slayers Special Up to 50% of your army’s points value may be spent on: 0-1 Brotherhood of Grimnir 0-4 Doomseekers per Daemon Slayer or Dragon Slayer taken Rare Up to 25% of your army’s points value may be spent on: 0-1 Goblin-hewer per 1,000 points 0-1 Dwarf Cart per 1,000 points If your army includes Ungrim Ironfist, 0-1 unit of Hammerers may be included as a Rare choice Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: 0-1 unit of Rangers Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Dragon Slayer in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on Weapon runes, a Battle Standard Bearer can purchase Standard runes with no points limit. Runic Items Any models that have the option to purchase runes may do as described. Runic Tattoos Any models that have the option to purchase runic tattoos may do so as described. Forming Units Warhammer Armies Ungrim Ironfist Daemon Slayer Dragon Slayer Slayers Slayers Brotherhood of Grimnir Doomseeker Daemon Slayer Dragon Slayer Goblin-Hewer Dwarf Cart Ungrim Ironfist Hammerers Mercenaries (Warhammer Armies) Rangers Mercenaries Misbehaving Mercenaries The Battle Standard Runic Items Runic Tattoos"},"1407":{"id":"dwarfen-mountain-holds/faction","path":"dwarfen-mountain-holds/faction","title":"Dwarfen Mountain Holds","pathText":"dwarfen mountain holds faction","type":"army","body":"Rules Special Rules Ancestral Fury Ancestral Grudge Blessings of Grimnir From the Wilds \"Look Snorri, Trolls!\" Oathstone Riches & Heirlooms Borne Aloft Striking a Grudge Troll Hunters Ancestral Shield Expeditionary Marksmen Wards of Grimnir Function Over Form Strike the Runes Worst Among Equals Forgefire Subterranean Ambush Grudgelore Slayer of Daemons Slayer of Dragons The Grudgestone Artillery Master Dispersed Formation King of the Slayer Hold Entrenchment Prepared Positions \"Stand Back Chief\" Range Finding Optics \"Dig In!\" Venerable Hostile Terrain Royal Guard Doomseeker Immovable Object Stoic Defenders First to the Fray Runes of Protection Runes of Warding Whirlwind of Death \"Fight Me!\" Slayer Dive Bomb Hit & Run Bombing Run Bugman's Cart Deathblow Miner's Cart Dwarf Crafted Whirling Doom Gromril Armour Gromril Weapons Resolute Rune Lore Weapons of War Furnace Hammer Great Hammer Brace of Drakefire Pistols Rivet Gun Drakegun Gromril Great Axe Cinderblast Bombs Goblin-Hewer Trollhammer Torpedo Blasting Charges Steam Drill Steam Gun (Dwarfs) Brimstone Gun Clattergun Warhammer Armies Dwarfen Mountain Holds Army List Royal Clans Expeditionary Force Slayer Host Narrative Battles The Storming of Khazid Vosk Magic Items (and Abilities) Runic Items Rune Magic Creating a Runic Item Rules of the Runes Single Use Runes Weapon Runes Armour Runes Talismanic Runes Standard Runes Engineering Runes Runic Tattoos Engineers' Weapon Runes Units Named Character Burlok Damminson Thorgrim Ulleksson Ungrim Ironfist Character Anvil of Doom Daemon Slayer Dragon Slayer Engineer Engineer Sapper King Runelord Runesmith Thane Mount Shieldbearers Infantry Brotherhood of Grimnir Doomseeker Dwarf Warriors Hammerers Imperial Dwarf Mercenaries Ironbreakers Irondrakes Longbeards Miners Quarrellers Rangers Royal Clan Warriors Slayers Thunderers Cavalry Gyrobomber Gyrocopter Scout Gyrocopter Chariot Dwarf Cart War Machine Bolt Thrower Cannon Flame Cannon Goblin-Hewer Grudge Thrower Organ Gun Ancestral Fury Ancestral Grudge Blessings of Grimnir From the Wilds \"Look Snorri, Trolls!\" Oathstone Riches & Heirlooms Borne Aloft Striking a Grudge Troll Hunters Ancestral Shield Expeditionary Marksmen Wards of Grimnir Function Over Form Strike the Runes Worst Among Equals Forgefire Subterranean Ambush Grudgelore Slayer of Daemons Slayer of Dragons The Grudgestone Artillery Master Dispersed Formation King of the Slayer Hold Entrenchment Prepared Positions \"Stand Back Chief\" Range Finding Optics \"Dig In!\" Venerable Hostile Terrain Royal Guard Doomseeker Immovable Object Stoic Defenders First to the Fray Runes of Protection Runes of Warding Whirlwind of Death \"Fight Me!\" Slayer Dive Bomb Hit & Run Bombing Run Bugman's Cart Deathblow Miner's Cart Dwarf Crafted Whirling Doom Gromril Armour Gromril Weapons Resolute Rune Lore Furnace Hammer Great Hammer Brace of Drakefire Pistols Rivet Gun Drakegun Gromril Great Axe Cinderblast Bombs Goblin-Hewer Trollhammer Torpedo Blasting Charges Steam Drill Steam Gun (Dwarfs) Brimstone Gun Clattergun Dwarfen Mountain Holds Army List Royal Clans Expeditionary Force Slayer Host The Storming of Khazid Vosk Runic Items Rune Magic Creating a Runic Item Rules of the Runes Single Use Runes Weapon Runes Armour Runes Talismanic Runes Standard Runes Engineering Runes Runic Tattoos Engineers' Weapon Runes Burlok Damminson Thorgrim Ulleksson Ungrim Ironfist Anvil of Doom Daemon Slayer Dragon Slayer Engineer Engineer Sapper King Runelord Runesmith Thane Shieldbearers Brotherhood of Grimnir Doomseeker Dwarf Warriors Hammerers Imperial Dwarf Mercenaries Ironbreakers Irondrakes Longbeards Miners Quarrellers Rangers Royal Clan Warriors Slayers Thunderers Gyrobomber Gyrocopter Scout Gyrocopter Dwarf Cart Bolt Thrower Cannon Flame Cannon Goblin-Hewer Grudge Thrower Organ Gun"},"1408":{"id":"dwarfen-mountain-holds/magic-item-list/armour-runes","path":"dwarfen-mountain-holds/magic-item-list/armour-runes","title":"Armour Runes","pathText":"dwarfen mountain holds magic item list armour runes","type":"rule","body":"Armour runes can only be inscribed upon armour. If you give a model an Armour rune, it is inscribed upon the armour that model is equipped with. A model cannot have more than three Armour runes, even if it carries additional equipment such as a shield. Armour Runes Master Rune of Adamant Master Rune of Gromril Rune of Fortitude* Rune of Iron Rune of Preservation Rune of Shielding* Rune of Stone* Shield Master Rune of Adamant Master Rune of Gromril Rune of Fortitude* Rune of Iron Rune of Preservation Rune of Shielding* Rune of Stone*"},"1409":{"id":"dwarfen-mountain-holds/magic-item-list/creating-a-runic-item","path":"dwarfen-mountain-holds/magic-item-list/creating-a-runic-item","title":"Creating a Runic Item","pathText":"dwarfen mountain holds magic item list creating a runic item","type":"rule","body":"There are five categories of rune: Weapon, Armour, Talismanic, Standard and Engineering. Runes from each of these categories can be inscribed upon an item carried by certain models or units, thus creating a runic item. To do this, simply choose the runes you want a model or unit to have and note down their names and the item they have been inscribed upon when writing your muster list, remembering to add the cost of each rune to that of the model, just as you would for a magic item. For example, you may wish to inscribe a Weapon rune upon the hand weapon carried by a Dwarf Thane, effectively arming that model with a magic weapon. After choosing from the list of Weapon runes, simply record on your muster list that this Thane wields a hand weapon inscribed with your chosen rune. Weapon Runes Armour Runes Talismanic Runes Standard Runes Engineering Runes"},"1410":{"id":"dwarfen-mountain-holds/magic-item-list/engineering-runes","path":"dwarfen-mountain-holds/magic-item-list/engineering-runes","title":"Engineering Runes","pathText":"dwarfen mountain holds magic item list engineering runes","type":"rule","body":"Engineering runes can only be inscribed upon a model whose troop type is war machines. These runes are inscribed upon the war machine itself, rather than upon the equipment carried by its crew, meaning that the war machine (but not its crew) gains both the effect of the rune and the Magical Attacks special rule. A war machine cannot have more than three Engineering runes. Engineering Runes Master Rune of Disguise Master Rune of Immolation Rune of Burning Rune of Forging* Rune of Reloading Rune of Skewering Stalwart Rune War Machines Magical Attacks Master Rune of Disguise Master Rune of Immolation Rune of Burning Rune of Forging* Rune of Reloading Rune of Skewering Stalwart Rune"},"1411":{"id":"dwarfen-mountain-holds/magic-item-list/engineers-weapon-runes","path":"dwarfen-mountain-holds/magic-item-list/engineers-weapon-runes","title":"Engineers' Weapon Runes","pathText":"dwarfen mountain holds magic item list engineers weapon runes","type":"rule","body":"Many a young Dwarf Engineer has dedicated a great deal of their time to devising ingenious and effective ways to inscribe runes upon hand-held missile weapons such as crossbows and handguns. Much to their chagrin, and in affirmation of their elders' warnings, most such endeavours end in failure, but a few noted exceptions exist. The following weapon runes can only be inscribed upon a crossbow or handgun. These runes follow all of the normal rules for weapon runes. Engineers' Weapon Runes Enchanted Rune Master Rune of Bursting Flame Master Rune of Piercing Master Rune of Slaying Rune of Accuracy Rune of Concussive Force Rune of Molten Steel Rune of Rapid Fire Weapon Runes Enchanted Rune Master Rune of Bursting Flame Master Rune of Piercing Master Rune of Slaying Rune of Accuracy Rune of Concussive Force Rune of Molten Steel Rune of Rapid Fire"},"1412":{"id":"dwarfen-mountain-holds/magic-item-list/rules-of-the-runes","path":"dwarfen-mountain-holds/magic-item-list/rules-of-the-runes","title":"Rules of the Runes","pathText":"dwarfen mountain holds magic item list rules of the runes","type":"rule","body":"Binding magic in the form of runes is no simple thing, and the creation of runic items is governed by certain unbreakable rules established by runesmiths long ago to avoid calamity. To represent this, all runic items in your army must abide by the following rules: The Rule of Three: No single item can have more than three runes. No model can have more than three runes from each category. The Rule of Form: No item can have a rune not intended for that item. For example, a hand weapon cannot have an Engineering rune. The Rule of Pride: No two runic items in your army can be identical. This applies to items with only a single rune and to items with two or three runes. The Rule of Jealousy: Each Master rune may only be chosen once per army. No item can have more than one Master rune. The Rule of Duplication: Only runes marked with an asterisk (*) can be duplicated on the same item, combining together and increasing their effect. It is also important to remember that a runic item is no different in principle to any other magic item, and that all of the usual rules for magic items apply to runic items as well."},"1413":{"id":"dwarfen-mountain-holds/magic-item-list/rune-magic","path":"dwarfen-mountain-holds/magic-item-list/rune-magic","title":"Rune Magic","pathText":"dwarfen mountain holds magic item list rune magic","type":"rule","body":"Unlike other armies, models in a Dwarfen Mountain Holds army cannot purchase any of the magic items listed in the Warhammer: the Old World rulebook. Instead, Dwarfs may be equipped with runic items. These are effectively magic items tailored to your own requirements by purchasing and combining the runes given on the following sections."},"1414":{"id":"dwarfen-mountain-holds/magic-item-list/runic-items","path":"dwarfen-mountain-holds/magic-item-list/runic-items","title":"Runic Items","pathText":"dwarfen mountain holds magic item list runic items","type":"rule","body":"Being extremely resistant to magic and its influence, Dwarfs have learned to use its power by crafting it into magic items such as weapons and armour. The Dwarfs are the greatest of all races when it comes to making magic items. Indeed, many of the most powerful magic weapons used by Elves and Men were, in fact, forged by the Dwarfs."},"1415":{"id":"dwarfen-mountain-holds/magic-item-list/runic-tattoos","path":"dwarfen-mountain-holds/magic-item-list/runic-tattoos","title":"Runic Tattoos","pathText":"dwarfen mountain holds magic item list runic tattoos","type":"rule","body":"Many members of the Slayer Cult pay large sums of gold to have powerful runes tattooed onto their flesh. Such tattoos vary greatly in their intended purpose, but what all have in common is that the Slayers that wear them do so in the hope of meeting a magnificent doom. To represent this, some characters may purchase runic tattoos. These cannot be duplicated on the same model and no two characters in your army can have the same combination of runic tattoos: Doomseekers: May purchase up to three runic tattoos. Daemon Slayers: May purchase up to two runic tattoos. Dragon Slayers: May purchase a single runic tattoo. Runic Tattoos Rune of Blazing Fury Rune of Endless Battle Rune of Grit Rune of Wrath Rune of the Dauntless Rune of the Dishonoured Rune of the Hateful Rune of the Reckless Warrior's Rune Rune of Blazing Fury Rune of Endless Battle Rune of Grit Rune of Wrath Rune of the Dauntless Rune of the Dishonoured Rune of the Hateful Rune of the Reckless Warrior's Rune"},"1416":{"id":"dwarfen-mountain-holds/magic-item-list/single-use-runes","path":"dwarfen-mountain-holds/magic-item-list/single-use-runes","title":"Single Use Runes","pathText":"dwarfen mountain holds magic item list single use runes","type":"rule","body":"Some runes are noted as being 'single use'. Such runes can only be used once per game. Once used, the rune's magic is spent and it cannot be used again."},"1417":{"id":"dwarfen-mountain-holds/magic-item-list/standard-runes","path":"dwarfen-mountain-holds/magic-item-list/standard-runes","title":"Standard Runes","pathText":"dwarfen mountain holds magic item list standard runes","type":"rule","body":"Standard runes can only be inscribed upon a standard carried by a Battle Standard Bearer or by a standard bearer within a unit that has the option to purchase Standard runes. A standard cannot have more than three Standard runes. A unit joined by a Battle Standard Bearer is considered to also be carrying their standard. Standard Runes Master Rune of Grungni Master Rune of Hesitation Master Rune of Stromni Redbeard Rune of Battle Rune of Confusion Rune of Courage Rune of Fear Strollaz' Rune The Battle Standard Master Rune of Grungni Master Rune of Hesitation Master Rune of Stromni Redbeard Rune of Battle Rune of Confusion Rune of Courage Rune of Fear Strollaz' Rune"},"1418":{"id":"dwarfen-mountain-holds/magic-item-list/talismanic-runes","path":"dwarfen-mountain-holds/magic-item-list/talismanic-runes","title":"Talismanic Runes","pathText":"dwarfen mountain holds magic item list talismanic runes","type":"rule","body":"Talismanic runes are inscribed upon all manner of small, personal items, such as rings, amulets and bracelets. All models are considered to wear or carry such items onto which Talismanic runes can be inscribed. A model cannot have more than three Talismanic runes. Talismanic Runes Master Rune of Balance Master Rune of Calm Master Rune of Spite Rune of Luck* Rune of Passage Rune of Spellbreaking* Rune of Warding* Rune of the Furnace Master Rune of Balance Master Rune of Calm Master Rune of Spite Rune of Luck* Rune of Passage Rune of Spellbreaking* Rune of Warding* Rune of the Furnace"},"1419":{"id":"dwarfen-mountain-holds/magic-item-list/weapon-runes","path":"dwarfen-mountain-holds/magic-item-list/weapon-runes","title":"Weapon Runes","pathText":"dwarfen mountain holds magic item list weapon runes","type":"rule","body":"Weapon runes can be inscribed upon a hand weapon or great weapon (whatever form it takes). A model cannot have more than three Weapon runes, no matter how many weapons it carries. A weapon with one or more runes inscribed upon it is a magic weapon (as described in the Warhammer: the Old World rulebook) and automatically gains the Magical Attacks special rule. Weapon Runes Grudge Rune* Master Rune of Alaric The Mad Master Rune of Breaking Master Rune of Dragon Slaying Master Rune of Flight Master Rune of Skalf Blackhammer Master Rune of Smiting Master Rune of Swiftness Rune of Banishment Rune of Cleaving* Rune of Fire Rune of Fury* Rune of Might* Rune of Parrying Rune of Speed* Rune of Striking* Hand Weapon Great Weapon Magical Attacks Grudge Rune* Master Rune of Alaric The Mad Master Rune of Breaking Master Rune of Dragon Slaying Master Rune of Flight Master Rune of Skalf Blackhammer Master Rune of Smiting Master Rune of Swiftness Rune of Banishment Rune of Cleaving* Rune of Fire Rune of Fury* Rune of Might* Rune of Parrying Rune of Speed* Rune of Striking*"},"1420":{"id":"dwarfen-mountain-holds/magic-item/enchanted-rune","path":"dwarfen-mountain-holds/magic-item/enchanted-rune","title":"Enchanted Rune","pathText":"dwarfen mountain holds magic item enchanted rune","type":"magic-item","body":"Simple runic enchantments help otherwise mundane ammunition to punch through magical wards and otherworldly armour. A weapon inscribed with this rune gains the Magical Attacks special rule. Magical Attacks"},"1421":{"id":"dwarfen-mountain-holds/magic-item/grudge-rune","path":"dwarfen-mountain-holds/magic-item/grudge-rune","title":"Grudge Rune*","pathText":"dwarfen mountain holds magic item grudge rune","type":"magic-item","body":"Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy. For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase. *Rule of Duplication The Combat Phase Rules of the Runes"},"1422":{"id":"dwarfen-mountain-holds/magic-item/grudge-settler","path":"dwarfen-mountain-holds/magic-item/grudge-settler","title":"Grudge-Settler","pathText":"dwarfen mountain holds magic item grudge settler","type":"magic-item","body":"This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron. Grudge-Settler Armour Bane (1) Magical Attacks Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying. Armour Bane (X) Magical Attacks Master Rune of Smiting Rune of Parrying"},"1423":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-adamant","path":"dwarfen-mountain-holds/magic-item/master-rune-of-adamant","title":"Master Rune of Adamant","pathText":"dwarfen mountain holds magic item master rune of adamant","type":"magic-item","body":"The Master Rune of Adamant makes flesh harder than granite and more impervious than steel. A model wearing armour inscribed with the Master Rune of Adamant has a Toughness characteristic of 10. This rune cannot be combined with any other Armour runes."},"1424":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-alaric-the-mad","path":"dwarfen-mountain-holds/magic-item/master-rune-of-alaric-the-mad","title":"Master Rune of Alaric The Mad","pathText":"dwarfen mountain holds magic item master rune of alaric the mad","type":"magic-item","body":"Alaric the Mad forged the famous Runefangs for the Elector Counts of the Empire before meeting an unknown fate. No armour save is permitted against wounds caused by a weapon inscribed with the Master Rune of Alaric the Mad (Ward and Regeneration saves can be attempted as normal). Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"1425":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-balance","path":"dwarfen-mountain-holds/magic-item/master-rune-of-balance","title":"Master Rune of Balance","pathText":"dwarfen mountain holds magic item master rune of balance","type":"magic-item","body":"Forged in the glowing embers of a burning book of spells, this rune hungers after the Winds of Magic. Anvil of Doom and Dwarf Runesmiths only. Once per turn, the bearer of the Master Rune of Balance may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. Wizardly Dispel Dispel Roll & Dispel Result"},"1426":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-breaking","path":"dwarfen-mountain-holds/magic-item/master-rune-of-breaking","title":"Master Rune of Breaking","pathText":"dwarfen mountain holds magic item master rune of breaking","type":"magic-item","body":"Runesmiths take pride in seeing the inferior works of other races break beneath a hammerblow. Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from a weapon inscribed with the Master Rune of Breaking is destroyed and cannot be used for the remainder of the game. Note that even if their magic weapon is destroyed, the model is still considered to be armed with a hand weapon."},"1427":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-bursting-flame","path":"dwarfen-mountain-holds/magic-item/master-rune-of-bursting-flame","title":"Master Rune of Bursting Flame","pathText":"dwarfen mountain holds magic item master rune of bursting flame","type":"magic-item","body":"On contact with the enemy, the shot from weapons inscribed with this powerful rune explodes in a shower of burning fragments. If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits to the target enemy unit, rather than the usual one hit."},"1428":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-calm","path":"dwarfen-mountain-holds/magic-item/master-rune-of-calm","title":"Master Rune of Calm","pathText":"dwarfen mountain holds magic item master rune of calm","type":"magic-item","body":"When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy Wizards unable to cast even the most simple of spells. The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2: Type Hex Casting Value 8+/11+ Range Self If this Bound spell is cast with a casting result of 8 or more, enemy Wizards that are within 18\" of this model when attempting to cast a spell must increase that spell's casting value by 2. If this Bound spell is cast with a casting result of 11 or more, enemy Wizards that are within 36\" of this model when attempting to cast a spell must increase that spell's casting value by 2. This spell lasts until your next Start of Turn sub-phase. Bound Spells Hex Range 'Self' Spells Start of Turn"},"1429":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-disguise","path":"dwarfen-mountain-holds/magic-item/master-rune-of-disguise","title":"Master Rune of Disguise","pathText":"dwarfen mountain holds magic item master rune of disguise","type":"magic-item","body":"This rune magically distorts the shape of the war machine, rendering it almost invisible. A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover. Target Behind Full Cover"},"1430":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-dragon-slaying","path":"dwarfen-mountain-holds/magic-item/master-rune-of-dragon-slaying","title":"Master Rune of Dragon Slaying","pathText":"dwarfen mountain holds magic item master rune of dragon slaying","type":"magic-item","body":"With this mighty rune the Dwarfs have slain many great wyrms and foul creatures of Chaos. When making a roll To Wound against an enemy whose troop type is behemoth with a weapon inscribed with the Master Rune of Dragon Slaying, a roll of 2+ is always a success, regardless of the target's Toughness. Behemoths"},"1431":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-flight","path":"dwarfen-mountain-holds/magic-item/master-rune-of-flight","title":"Master Rune of Flight","pathText":"dwarfen mountain holds magic item master rune of flight","type":"magic-item","body":"This cunning rune has been used to surprise the Dwarfs' foes from afar since the world was young. Hand weapon only. Once per turn, during the Shooting phase, a weapon inscribed with the Master Rune of Flight can be thrown with the following profile (which may be modified by additional runes): Master Rune of Flight Magical Attacks Move & Shoot Quick Shot The Shooting Phase Magical Attacks Move & Shoot Quick Shot"},"1432":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-gromril","path":"dwarfen-mountain-holds/magic-item/master-rune-of-gromril","title":"Master Rune of Gromril","pathText":"dwarfen mountain holds magic item master rune of gromril","type":"magic-item","body":"In its purest form, Gromril holds runes better than any other substance in all the world. A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way. Armour Value"},"1433":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-grungni","path":"dwarfen-mountain-holds/magic-item/master-rune-of-grungni","title":"Master Rune of Grungni","pathText":"dwarfen mountain holds magic item master rune of grungni","type":"magic-item","body":"This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it. Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6\" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase. The Battle Standard Ward Saves The Shooting Phase"},"1434":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-hesitation","path":"dwarfen-mountain-holds/magic-item/master-rune-of-hesitation","title":"Master Rune of Hesitation","pathText":"dwarfen mountain holds magic item master rune of hesitation","type":"magic-item","body":"The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge. An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have. Note that the unit carrying this rune still counts as having been charged by the enemy unit."},"1435":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-immolation","path":"dwarfen-mountain-holds/magic-item/master-rune-of-immolation","title":"Master Rune of Immolation","pathText":"dwarfen mountain holds magic item master rune of immolation","type":"magic-item","body":"Devised so that war machines never fall into enemy hands, this rune is invoked only rarely. Cannon only. Single use. If a cannon inscribed with the Master Rune of Immolation loses its last Wound to an enemy attack during the Combat phase, it may be exploded by its crew. Every enemy unit in base contact with this model suffers D6 Strength 5 hits with an AP of -2. The cannon is then removed from play as a casualty. The Combat Phase Armour Piercing"},"1436":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-piercing","path":"dwarfen-mountain-holds/magic-item/master-rune-of-piercing","title":"Master Rune of Piercing","pathText":"dwarfen mountain holds magic item master rune of piercing","type":"magic-item","body":"Projectiles shot by this weapon punch through armour and flesh without slowing, allowing the wielder to cut down swathes of enemies in a single shot. A weapon inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, a weapon inscribed with this rune shoots like a bolt thrower, using the Through & Through special rule. Bolt Throwers Through & Through"},"1437":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-skalf-blackhammer","path":"dwarfen-mountain-holds/magic-item/master-rune-of-skalf-blackhammer","title":"Master Rune of Skalf Blackhammer","pathText":"dwarfen mountain holds magic item master rune of skalf blackhammer","type":"magic-item","body":"Runesmith Skalf forged many hammers of great might, and some maintain that even the hammer of Sigmar, Ghal Maraz itself, was his work. When making a roll To Wound with a weapon inscribed with the Master Rune of Skalf Blackhammer, a roll of 2+ is always a success, regardless of the target's Toughness."},"1438":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-slaying","path":"dwarfen-mountain-holds/magic-item/master-rune-of-slaying","title":"Master Rune of Slaying","pathText":"dwarfen mountain holds magic item master rune of slaying","type":"magic-item","body":"The power held within this master rune has sent the likes of Giants, Trolls and even Dragons running for cover. When making a roll To Wound against an enemy whose troop type is behemoth with a weapon inscribed with this rune, a roll of 3+ is always a success regardless of the target's Toughness. In addition, a weapon inscribed with this rune gains the Multiple Wounds (D3) special rule. Behemoths Multiple Wounds (X)"},"1439":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-smiting","path":"dwarfen-mountain-holds/magic-item/master-rune-of-smiting","title":"Master Rune of Smiting","pathText":"dwarfen mountain holds magic item master rune of smiting","type":"magic-item","body":"The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin. A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule. Multiple Wounds (X)"},"1440":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-spite","path":"dwarfen-mountain-holds/magic-item/master-rune-of-spite","title":"Master Rune of Spite","pathText":"dwarfen mountain holds magic item master rune of spite","type":"magic-item","body":"Created to protect the gates of Dwarfen holds, this rune is cunningly used on many other devices. Each time the bearer of the Master Rune of Spite loses a Wound to an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 5 hit with an AP of -2. The Combat Phase Armour Piercing"},"1441":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-stromni-redbeard","path":"dwarfen-mountain-holds/magic-item/master-rune-of-stromni-redbeard","title":"Master Rune of Stromni Redbeard","pathText":"dwarfen mountain holds magic item master rune of stromni redbeard","type":"magic-item","body":"This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir. When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point. Command Range"},"1442":{"id":"dwarfen-mountain-holds/magic-item/master-rune-of-swiftness","path":"dwarfen-mountain-holds/magic-item/master-rune-of-swiftness","title":"Master Rune of Swiftness","pathText":"dwarfen mountain holds magic item master rune of swiftness","type":"magic-item","body":"This rune was first struck by Thurgrom the Hermit, the last runesmith to study Elven crafts. The wielder of a weapon inscribed with the Master Rune of Swiftness gains the Strike First special rule. Strike First"},"1443":{"id":"dwarfen-mountain-holds/magic-item/rune-of-accuracy","path":"dwarfen-mountain-holds/magic-item/rune-of-accuracy","title":"Rune of Accuracy","pathText":"dwarfen mountain holds magic item rune of accuracy","type":"magic-item","body":"Favoured amongst older Engineers, this rune helps the bearer to ignore distractions and focus in on their target. A weapon inscribed with this rune does not suffer any negative To Hit modifiers. To Hit Modifiers"},"1444":{"id":"dwarfen-mountain-holds/magic-item/rune-of-banishment","path":"dwarfen-mountain-holds/magic-item/rune-of-banishment","title":"Rune of Banishment","pathText":"dwarfen mountain holds magic item rune of banishment","type":"magic-item","body":"First crafted in the days of the Ancestor Gods, the touch of this potent rune is anathema to the creatures of Chaos. Enemy models with the Warp-spawned special rule cannot make any Ward saves against hits caused by a weapon inscribed with the Rune of Banishment. Warp-spawned Ward Saves"},"1445":{"id":"dwarfen-mountain-holds/magic-item/rune-of-battle","path":"dwarfen-mountain-holds/magic-item/rune-of-battle","title":"Rune of Battle","pathText":"dwarfen mountain holds magic item rune of battle","type":"magic-item","body":"In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune. When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point."},"1446":{"id":"dwarfen-mountain-holds/magic-item/rune-of-blazing-fury","path":"dwarfen-mountain-holds/magic-item/rune-of-blazing-fury","title":"Rune of Blazing Fury","pathText":"dwarfen mountain holds magic item rune of blazing fury","type":"magic-item","body":"The rage of the ancestors burns brightly within this fiery rune. A model with this runic tattoo has the Flaming Attacks special rule."},"1447":{"id":"dwarfen-mountain-holds/magic-item/rune-of-burning","path":"dwarfen-mountain-holds/magic-item/rune-of-burning","title":"Rune of Burning","pathText":"dwarfen mountain holds magic item rune of burning","type":"magic-item","body":"Shots fired by a war machine with this rune burst into flames when they strike the target. A war machine inscribed with a Rune of Burning gains the Flaming Attacks special rule. Flaming Attacks"},"1448":{"id":"dwarfen-mountain-holds/magic-item/rune-of-cleaving","path":"dwarfen-mountain-holds/magic-item/rune-of-cleaving","title":"Rune of Cleaving*","pathText":"dwarfen mountain holds magic item rune of cleaving","type":"magic-item","body":"This rune was first made for mining tools, to allow them to break through rock with ease. Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1. *Rule of Duplication Armour Piercing Rules of the Runes"},"1449":{"id":"dwarfen-mountain-holds/magic-item/rune-of-concussive-force","path":"dwarfen-mountain-holds/magic-item/rune-of-concussive-force","title":"Rune of Concussive Force","pathText":"dwarfen mountain holds magic item rune of concussive force","type":"magic-item","body":"Emblazoned upon the ammunition itself, this rune disorientates the enemy with a flash of light and a thunderous burst of sound. A unit hit with an attack made by a weapon inscribed with this rune gains the Stupidity special rule until your next Start of Turn sub-phase. Stupidity Start of Turn"},"1450":{"id":"dwarfen-mountain-holds/magic-item/rune-of-confusion","path":"dwarfen-mountain-holds/magic-item/rune-of-confusion","title":"Rune of Confusion","pathText":"dwarfen mountain holds magic item rune of confusion","type":"magic-item","body":"Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes. Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge. Disordered Charges"},"1451":{"id":"dwarfen-mountain-holds/magic-item/rune-of-courage","path":"dwarfen-mountain-holds/magic-item/rune-of-courage","title":"Rune of Courage","pathText":"dwarfen mountain holds magic item rune of courage","type":"magic-item","body":"This inspirational rune further bolsters the already considerable courage of all Dwarfs near it. A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make. Fear Terror"},"1452":{"id":"dwarfen-mountain-holds/magic-item/rune-of-endless-battle","path":"dwarfen-mountain-holds/magic-item/rune-of-endless-battle","title":"Rune of Endless Battle","pathText":"dwarfen mountain holds magic item rune of endless battle","type":"magic-item","body":"Those who bear this tattoo struggle to contain their rage once battle begins. During the Combat phase of any turn in which a model with this runic tattoo charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. Note that any additional attacks that cause unsaved wounds and any unsaved wounds caused by the Impact Hits (X) special rule do not benefit from this special rule. The Combat Phase Impact Hits (X)"},"1453":{"id":"dwarfen-mountain-holds/magic-item/rune-of-fear","path":"dwarfen-mountain-holds/magic-item/rune-of-fear","title":"Rune of Fear","pathText":"dwarfen mountain holds magic item rune of fear","type":"magic-item","body":"Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants. A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule. Fear"},"1454":{"id":"dwarfen-mountain-holds/magic-item/rune-of-fire","path":"dwarfen-mountain-holds/magic-item/rune-of-fire","title":"Rune of Fire","pathText":"dwarfen mountain holds magic item rune of fire","type":"magic-item","body":"Struck whilst the weapon glows white-hot, a Rune of Fire forever binds the heat of the forge. The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule. Flaming Attacks"},"1455":{"id":"dwarfen-mountain-holds/magic-item/rune-of-forging","path":"dwarfen-mountain-holds/magic-item/rune-of-forging","title":"Rune of Forging*","pathText":"dwarfen mountain holds magic item rune of forging","type":"magic-item","body":"This rune ensures the war machine is free from imperfections and deadly accurate. Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice. *Rule of Duplication Rules of the Runes"},"1456":{"id":"dwarfen-mountain-holds/magic-item/rune-of-fortitude","path":"dwarfen-mountain-holds/magic-item/rune-of-fortitude","title":"Rune of Fortitude*","pathText":"dwarfen mountain holds magic item rune of fortitude","type":"magic-item","body":"Runes of Fortitude turn flesh to iron and turn aside the enemy's blades with ease. For each Rune of Fortitude inscribed upon their armour, a model has a +1 modifier to its Toughness characteristic (to a maximum of 10). *Rule of Duplication Rules of the Runes"},"1457":{"id":"dwarfen-mountain-holds/magic-item/rune-of-fury","path":"dwarfen-mountain-holds/magic-item/rune-of-fury","title":"Rune of Fury*","pathText":"dwarfen mountain holds magic item rune of fury","type":"magic-item","body":"A Rune of Fury is an emblem of the anger all Dwarfs feel towards the enemies of their ancestors. For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic. *Rule of Duplication Rules of the Runes"},"1458":{"id":"dwarfen-mountain-holds/magic-item/rune-of-grit","path":"dwarfen-mountain-holds/magic-item/rune-of-grit","title":"Rune of Grit","pathText":"dwarfen mountain holds magic item rune of grit","type":"magic-item","body":"The flesh of those marked with this rune takes on the texture of stone. A model with this runic tattoo has a +1 modifier to its Toughness characteristic."},"1459":{"id":"dwarfen-mountain-holds/magic-item/rune-of-iron","path":"dwarfen-mountain-holds/magic-item/rune-of-iron","title":"Rune of Iron","pathText":"dwarfen mountain holds magic item rune of iron","type":"magic-item","body":"Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer. A model wearing armour inscribed with a Rune of Iron has +1 Wound on its profile."},"1460":{"id":"dwarfen-mountain-holds/magic-item/rune-of-luck","path":"dwarfen-mountain-holds/magic-item/rune-of-luck","title":"Rune of Luck*","pathText":"dwarfen mountain holds magic item rune of luck","type":"magic-item","body":"The runesmith who first struck this rune supposedly acquired a fortune in gold through gambling. Single use. The bearer of a Rune of Luck may use it to re-roll a single failed roll To Hit or To Wound, or to re-roll a single failed Armour Save roll. *Rule of Duplication Make Armour Saves (Combat) Rules of the Runes"},"1461":{"id":"dwarfen-mountain-holds/magic-item/rune-of-might","path":"dwarfen-mountain-holds/magic-item/rune-of-might","title":"Rune of Might*","pathText":"dwarfen mountain holds magic item rune of might","type":"magic-item","body":"A weapon inscribed with Runes of Might can fell a Giant in a flurry of blows. For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic. *Rule of Duplication Rules of the Runes"},"1462":{"id":"dwarfen-mountain-holds/magic-item/rune-of-molten-steel","path":"dwarfen-mountain-holds/magic-item/rune-of-molten-steel","title":"Rune of Molten Steel","pathText":"dwarfen mountain holds magic item rune of molten steel","type":"magic-item","body":"This rune empowers the projectile to burn with the heat of the forge as it impacts the enemy. A weapon inscribed with this rune gains the Flaming Attacks special rule. Flaming Attacks"},"1463":{"id":"dwarfen-mountain-holds/magic-item/rune-of-parrying","path":"dwarfen-mountain-holds/magic-item/rune-of-parrying","title":"Rune of Parrying","pathText":"dwarfen mountain holds magic item rune of parrying","type":"magic-item","body":"A weapon with this rune moves like quicksilver to block the attacks of the enemy. Any enemy model that directs its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"1464":{"id":"dwarfen-mountain-holds/magic-item/rune-of-passage","path":"dwarfen-mountain-holds/magic-item/rune-of-passage","title":"Rune of Passage","pathText":"dwarfen mountain holds magic item rune of passage","type":"magic-item","body":"This rune causes even the most treacherous of terrain to part and become level underfoot. The bearer of a Rune of Passage gains the Move through Cover special rule. Any unit joined by the bearer also gains the Move through Cover special rule. Should the bearer leave the unit for any reason, the unit loses this special rule. Move Through Cover"},"1465":{"id":"dwarfen-mountain-holds/magic-item/rune-of-preservation","path":"dwarfen-mountain-holds/magic-item/rune-of-preservation","title":"Rune of Preservation","pathText":"dwarfen mountain holds magic item rune of preservation","type":"magic-item","body":"The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters. A model wearing armour inscribed with a Rune of Preservation is immune to both the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Killing Blow Multiple Wounds (X)"},"1466":{"id":"dwarfen-mountain-holds/magic-item/rune-of-rapid-fire","path":"dwarfen-mountain-holds/magic-item/rune-of-rapid-fire","title":"Rune of Rapid Fire","pathText":"dwarfen mountain holds magic item rune of rapid fire","type":"magic-item","body":"Thanks to some clever innovation and a specially crafted rune, this weapon can unleash a salvo of rounds in the time it takes similar weapons to fire a single shot. A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules. Multiple Shots (X) Quick Shot"},"1467":{"id":"dwarfen-mountain-holds/magic-item/rune-of-reloading","path":"dwarfen-mountain-holds/magic-item/rune-of-reloading","title":"Rune of Reloading","pathText":"dwarfen mountain holds magic item rune of reloading","type":"magic-item","body":"War machines inscribed with this rune are almost sentient in their willingness to allow repairs. A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn."},"1468":{"id":"dwarfen-mountain-holds/magic-item/rune-of-shielding","path":"dwarfen-mountain-holds/magic-item/rune-of-shielding","title":"Rune of Shielding*","pathText":"dwarfen mountain holds magic item rune of shielding","type":"magic-item","body":"In ages past, entire regiments would march to war bearing shields struck with the Runes of Shielding. A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save against any wounds suffered. For each additional Rune of Shielding, this Ward save is improved by 1. *Rule of Duplication Ward Saves Rules of the Runes"},"1469":{"id":"dwarfen-mountain-holds/magic-item/rune-of-skewering","path":"dwarfen-mountain-holds/magic-item/rune-of-skewering","title":"Rune of Skewering","pathText":"dwarfen mountain holds magic item rune of skewering","type":"magic-item","body":"During the War of the Beard, the Elves paid dearly for their help in crafting this rune. Bolt throwers only. A bolt thrower inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, no armour save is permitted against wounds caused by a bolt thrower inscribed with a Rune of Skewering (Ward and Regeneration saves can be attempted as normal). Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"1470":{"id":"dwarfen-mountain-holds/magic-item/rune-of-speed","path":"dwarfen-mountain-holds/magic-item/rune-of-speed","title":"Rune of Speed*","pathText":"dwarfen mountain holds magic item rune of speed","type":"magic-item","body":"This rune enhances its bearer's awareness and quickness, catching unwary enemies by surprise. Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic. *Rule of Duplication Rules of the Runes"},"1471":{"id":"dwarfen-mountain-holds/magic-item/rune-of-spellbreaking","path":"dwarfen-mountain-holds/magic-item/rune-of-spellbreaking","title":"Rune of Spellbreaking*","pathText":"dwarfen mountain holds magic item rune of spellbreaking","type":"magic-item","body":"It is said that this powerful rune was first crafted by Grungni and Valaya working as one. Anvil of Doom and Dwarf Runesmiths only. Single use. The bearer of a Rune of Spellbreaking may use it instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. *Rule of Duplication Dispel Roll & Dispel Result Rules of the Runes"},"1472":{"id":"dwarfen-mountain-holds/magic-item/rune-of-stone","path":"dwarfen-mountain-holds/magic-item/rune-of-stone","title":"Rune of Stone*","pathText":"dwarfen mountain holds magic item rune of stone","type":"magic-item","body":"A simple but brittle rune, the Rune of Stone is the first rune taught to apprentice runesmiths. Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll. *Rule of Duplication Make Armour Saves (Combat) Rules of the Runes"},"1473":{"id":"dwarfen-mountain-holds/magic-item/rune-of-striking","path":"dwarfen-mountain-holds/magic-item/rune-of-striking","title":"Rune of Striking*","pathText":"dwarfen mountain holds magic item rune of striking","type":"magic-item","body":"A weapon with this rune moves to strike the foe's most vulnerable area with an uncanny precision. For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic. *Rule of Duplication Rules of the Runes"},"1474":{"id":"dwarfen-mountain-holds/magic-item/rune-of-the-dauntless","path":"dwarfen-mountain-holds/magic-item/rune-of-the-dauntless","title":"Rune of the Dauntless","pathText":"dwarfen mountain holds magic item rune of the dauntless","type":"magic-item","body":"Those marked with this rune seek the deadliest foes to challenge in single combat. A model with this runic tattoo must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit."},"1475":{"id":"dwarfen-mountain-holds/magic-item/rune-of-the-dishonoured","path":"dwarfen-mountain-holds/magic-item/rune-of-the-dishonoured","title":"Rune of the Dishonoured","pathText":"dwarfen mountain holds magic item rune of the dishonoured","type":"magic-item","body":"This dreadful mark prolongs the shame of the one who bears it. Daemon Slayers and Dragon Slayers only. Once a model with this runic tattoo is reduced to their last Wound, they gain a 3+ Ward save against any further wounds suffered. However, at the end of the battle, a model with this runic tattoo that has been slain is worth no Victory Points. If it is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost. Ward Saves Victory Points (Warhammer Battles)"},"1476":{"id":"dwarfen-mountain-holds/magic-item/rune-of-the-furnace","path":"dwarfen-mountain-holds/magic-item/rune-of-the-furnace","title":"Rune of the Furnace","pathText":"dwarfen mountain holds magic item rune of the furnace","type":"magic-item","body":"Intended to aid Dwarfs working hot forges, this rune has been adapted for use in battle. The bearer of a Rune of the Furnace has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"1477":{"id":"dwarfen-mountain-holds/magic-item/rune-of-the-hateful","path":"dwarfen-mountain-holds/magic-item/rune-of-the-hateful","title":"Rune of the Hateful","pathText":"dwarfen mountain holds magic item rune of the hateful","type":"magic-item","body":"This unpleasant tattoo fills its bearer with hate and bitterness. A model with this runic tattoo gains the Hatred (all enemies) special rule. Hatred (X)"},"1478":{"id":"dwarfen-mountain-holds/magic-item/rune-of-the-reckless","path":"dwarfen-mountain-holds/magic-item/rune-of-the-reckless","title":"Rune of the Reckless","pathText":"dwarfen mountain holds magic item rune of the reckless","type":"magic-item","body":"Slayers that bear this tattoo fight with a burning and uncontrollable fury. A model with this runic tattoo gains the Frenzy special rule and, during the Combat phase, has a +1 modifier to their rolls To Hit. However, enemy models that target this model during the Combat phase also have a +1 modifier to their rolls To Hit. The Combat Phase"},"1479":{"id":"dwarfen-mountain-holds/magic-item/rune-of-warding","path":"dwarfen-mountain-holds/magic-item/rune-of-warding","title":"Rune of Warding*","pathText":"dwarfen mountain holds magic item rune of warding","type":"magic-item","body":"Runes of Warding are potent but fragile, and their magic easily expended all too soon. Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound. *Rule of Duplication Ward Saves Rules of the Runes"},"1480":{"id":"dwarfen-mountain-holds/magic-item/rune-of-wrath","path":"dwarfen-mountain-holds/magic-item/rune-of-wrath","title":"Rune of Wrath","pathText":"dwarfen mountain holds magic item rune of wrath","type":"magic-item","body":"Those that bear this rune upon their flesh are filled with wrath. A model with this runic tattoo has a +1 modifier to its Attacks characteristic."},"1481":{"id":"dwarfen-mountain-holds/magic-item/stalwart-rune","path":"dwarfen-mountain-holds/magic-item/stalwart-rune","title":"Stalwart Rune","pathText":"dwarfen mountain holds magic item stalwart rune","type":"magic-item","body":"The crew of this war machine will fight with great boldness to defend their beloved engine of war. When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point."},"1482":{"id":"dwarfen-mountain-holds/magic-item/strollaz-rune","path":"dwarfen-mountain-holds/magic-item/strollaz-rune","title":"Strollaz' Rune","pathText":"dwarfen mountain holds magic item strollaz rune","type":"magic-item","body":"Tireless by nature, Dwarfs that march beneath Strollaz' Rune become relentless in their advance. A unit carrying a standard inscribed with Strollaz' Rune gains the Vanguard special rule. Vanguard"},"1483":{"id":"dwarfen-mountain-holds/magic-item/the-armour-of-skaldour","path":"dwarfen-mountain-holds/magic-item/the-armour-of-skaldour","title":"The Armour of Skaldour","pathText":"dwarfen mountain holds magic item the armour of skaldour","type":"magic-item","body":"Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles. The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule. Heavy Armour Ward Saves Killing Blow Multiple Wounds (X)"},"1484":{"id":"dwarfen-mountain-holds/magic-item/the-axe-of-dargo","path":"dwarfen-mountain-holds/magic-item/the-axe-of-dargo","title":"The Axe of Dargo","pathText":"dwarfen mountain holds magic item the axe of dargo","type":"magic-item","body":"The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor's broken axe, tempered with Dragon's blood and iron-oaths of vengeance. The Axe of Dargo Magical Attacks Monster Slayer Magical Attacks Monster Slayer"},"1485":{"id":"dwarfen-mountain-holds/magic-item/the-slayer-crown","path":"dwarfen-mountain-holds/magic-item/the-slayer-crown","title":"The Slayer Crown","pathText":"dwarfen mountain holds magic item the slayer crown","type":"magic-item","body":"This majestic helmet has been worn by every Slayer King since the time of King Baragor. The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered. Armour Value Ward Saves"},"1486":{"id":"dwarfen-mountain-holds/magic-item/warriors-rune","path":"dwarfen-mountain-holds/magic-item/warriors-rune","title":"Warrior's Rune","pathText":"dwarfen mountain holds magic item warriors rune","type":"magic-item","body":"Only the most skilled of warriors are permitted to bear this mark upon their flesh. A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic."},"1487":{"id":"dwarfen-mountain-holds/rule/ancestral-fury","path":"dwarfen-mountain-holds/rule/ancestral-fury","title":"Ancestral Fury","pathText":"dwarfen mountain holds rule ancestral fury","type":"rule","body":"When a royal clan marches to war, the venerable warriors amongst the throng inspire the younger generations with glorious tales of heroes of old. During a turn in which a unit in a Royal Clan army makes a charge move of 3\" or more, or made a follow up move, it gains a +1 modifier to its Strength characteristic. The Charge Move Follow Up"},"1488":{"id":"dwarfen-mountain-holds/rule/ancestral-grudge","path":"dwarfen-mountain-holds/rule/ancestral-grudge","title":"Ancestral Grudge","pathText":"dwarfen mountain holds rule ancestral grudge","type":"rule","body":"Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured. A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule. Hatred (X)"},"1489":{"id":"dwarfen-mountain-holds/rule/ancestral-shield","path":"dwarfen-mountain-holds/rule/ancestral-shield","title":"Ancestral Shield","pathText":"dwarfen mountain holds rule ancestral shield","type":"rule","body":"An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil's loyal guardians as surely as it destroys the enemies of the Dwarfs. An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered. Ward Saves"},"1490":{"id":"dwarfen-mountain-holds/rule/artillery-master","path":"dwarfen-mountain-holds/rule/artillery-master","title":"Artillery Master","pathText":"dwarfen mountain holds rule artillery master","type":"rule","body":"Engineers are quick to advise artillery crews how best to aim and fire a war machine. Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. The Shooting Phase Command Range"},"1491":{"id":"dwarfen-mountain-holds/rule/blessings-of-grimnir","path":"dwarfen-mountain-holds/rule/blessings-of-grimnir","title":"Blessings of Grimnir","pathText":"dwarfen mountain holds rule blessings of grimnir","type":"rule","body":"Those that tend the inner sanctum of the Shrine of Grimnir are well-versed in the secrets of his cult and able to unbind the foul magic of cowardly foes. A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. However, unlike regular Wizards, a Shrine Keeper does not have a Level of Wizardry to determine their Dispel range or modify their Dispel rolls. Instead, a Shrine Keeper has a Dispel range of 21\" and may apply a +1 modifier to their Dispel rolls. Wizardly Dispel Dispel Roll & Dispel Result"},"1492":{"id":"dwarfen-mountain-holds/rule/bombing-run","path":"dwarfen-mountain-holds/rule/bombing-run","title":"Bombing Run","pathText":"dwarfen mountain holds rule bombing run","type":"rule","body":"Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe's largest formations. This model may perform a 'Bombing Run' attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model's movement is complete, roll on the Bombing Run table below: D6 Result 1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound. 2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound. 3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5\") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6\". Any model whose base lies underneath the template's final position risks being hit and suffering a single Strength 4 hit with an AP of -1. 5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3\") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6\". Any model whose base lies underneath a template's final position risks being hit and suffering a single Strength 4 hit with an AP of -1. Fly (X) Remaining Moves Armour Piercing Armour Piercing"},"1493":{"id":"dwarfen-mountain-holds/rule/borne-aloft","path":"dwarfen-mountain-holds/rule/borne-aloft","title":"Borne Aloft","pathText":"dwarfen mountain holds rule borne aloft","type":"rule","body":"Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army. A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the Split Profile (Cavalry) rule. In all other respects, this model is heavy infantry. Split Profile (Cavalry) Heavy Infantry"},"1494":{"id":"dwarfen-mountain-holds/rule/bugmans-cart","path":"dwarfen-mountain-holds/rule/bugmans-cart","title":"Bugman's Cart","pathText":"dwarfen mountain holds rule bugmans cart","type":"rule","body":"A pint of Bugman's XXXXXX and a rousing beer hall song is enough to inspire any Dwarf to raise an axe and take the fight to the enemy. During the Command sub-phase of their turn, any Dwarf unit that is not fleeing or engaged in combat and that is within 6\" of a friendly Bugman's Cart (that is itself not fleeing or engaged) gains a +1 modifier to its Movement characteristic until the end of the turn. Note that this modifier is not cumulative. Command"},"1495":{"id":"dwarfen-mountain-holds/rule/deathblow","path":"dwarfen-mountain-holds/rule/deathblow","title":"Deathblow","pathText":"dwarfen mountain holds rule deathblow","type":"rule","body":"Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of accepting their fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe. When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1. Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit. The Combat Phase Armour Piercing"},"1496":{"id":"dwarfen-mountain-holds/rule/dig-in","path":"dwarfen-mountain-holds/rule/dig-in","title":"\"Dig In!\"","pathText":"dwarfen mountain holds rule dig in","type":"rule","body":"A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy. During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes 'Entrenched'. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched. Command Target Behind Partial Cover Low Linear Obstacles"},"1497":{"id":"dwarfen-mountain-holds/rule/dispersed-formation","path":"dwarfen-mountain-holds/rule/dispersed-formation","title":"Dispersed Formation","pathText":"dwarfen mountain holds rule dispersed formation","type":"rule","body":"Units that fly high above the battlefield adopt dispersed formations to prevent calamity. To maintain Skirmish formation, every model in this unit must be within 3\" of another model belonging to the same unit, rather than the usual 1\". However, unlike most Skirmishers, models with this special rule do not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc. Skirmish Formation"},"1498":{"id":"dwarfen-mountain-holds/rule/dive-bomb","path":"dwarfen-mountain-holds/rule/dive-bomb","title":"Dive Bomb","pathText":"dwarfen mountain holds rule dive bomb","type":"rule","body":"Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all! Once per game, a unit with this special rule may perform a 'Dive Bomb' attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit's movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead. Fly (X) Remaining Moves Armour Piercing"},"1499":{"id":"dwarfen-mountain-holds/rule/doomseeker","path":"dwarfen-mountain-holds/rule/doomseeker","title":"Doomseeker","pathText":"dwarfen mountain holds rule doomseeker","type":"rule","body":"With each victory they witness, a Doomseeker laments their inability to meet a worthy doom. At the end of the battle, a Doomseeker that has been slain is worth no Victory Points. However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost. Victory Points (Warhammer Battles)"},"1500":{"id":"dwarfen-mountain-holds/rule/dwarf-crafted","path":"dwarfen-mountain-holds/rule/dwarf-crafted","title":"Dwarf Crafted","pathText":"dwarfen mountain holds rule dwarf crafted","type":"rule","body":"Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races. Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction. Stand & Shoot"},"1501":{"id":"dwarfen-mountain-holds/rule/entrenchment","path":"dwarfen-mountain-holds/rule/entrenchment","title":"Entrenchment","pathText":"dwarfen mountain holds rule entrenchment","type":"rule","body":"An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew. During deployment, you may 'Entrench' a single non-character model whose troop type is 'war machine' for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle. Should the war machine move for any reason, it is no longer Entrenched. Low Linear Obstacles"},"1502":{"id":"dwarfen-mountain-holds/rule/expeditionary-marksmen","path":"dwarfen-mountain-holds/rule/expeditionary-marksmen","title":"Expeditionary Marksmen","pathText":"dwarfen mountain holds rule expeditionary marksmen","type":"rule","body":"After countless hours of diligent training with their handguns, the marksmen in an expeditionary force are able to lay down a devastating fusillade as they advance towards the enemy. 0-1 unit of Thunderers per 1,000 points may be upgraded to Expeditionary Marksmen for +1 point per model. Expeditionary Marksmen do not suffer any negative To Hit modifiers for Moving and Shooting Shooting. In addition, any Dwarf Engineer may be upgraded to an Expeditionary Marksman for +10 points. Moving and Shooting"},"1503":{"id":"dwarfen-mountain-holds/rule/fight-me","path":"dwarfen-mountain-holds/rule/fight-me","title":"\"Fight Me!\"","pathText":"dwarfen mountain holds rule fight me","type":"rule","body":"In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes. Any model with this special rule can issue and accept challenges in the same manner as a character. Challenges"},"1504":{"id":"dwarfen-mountain-holds/rule/first-to-the-fray","path":"dwarfen-mountain-holds/rule/first-to-the-fray","title":"First to the Fray","pathText":"dwarfen mountain holds rule first to the fray","type":"rule","body":"In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes. This model increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a +D3 modifier to the result. The Charge Move"},"1505":{"id":"dwarfen-mountain-holds/rule/forgefire","path":"dwarfen-mountain-holds/rule/forgefire","title":"Forgefire","pathText":"dwarfen mountain holds rule forgefire","type":"rule","body":"In the heat of battle, the weapons of a runesmith's companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease. If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules. Armour Bane (X) Flaming Attacks"},"1506":{"id":"dwarfen-mountain-holds/rule/from-the-wilds","path":"dwarfen-mountain-holds/rule/from-the-wilds","title":"From the Wilds","pathText":"dwarfen mountain holds rule from the wilds","type":"rule","body":"Emerging from the wilderness, Slayers are drawn by the sounds of battle and the promise of violence. 0-1 unit of Slayers with a Unit Strength of 10 or less in a Slayer Host Army of Infamy may have the Ambushers and Skirmishers special rules for +1 point per model. Slayers Unit Strength Slayer Host Ambushers Skirmish Formation"},"1507":{"id":"dwarfen-mountain-holds/rule/function-over-form","path":"dwarfen-mountain-holds/rule/function-over-form","title":"Function Over Form","pathText":"dwarfen mountain holds rule function over form","type":"rule","body":"The artillery fielded by an expeditionary force are stripped down to their most basic form, allowing their deadly firepower to be brought to bear far quicker than conventional war machines. When writing your muster list, you may reduce the Toughness characteristic of any of the following war machines by 1 (to a minimum of 1): Cannon Organ Guns Flame Cannon Any war machine that has its Toughness reduced in this way also loses the Move or Shoot special rule. Move or Shoot"},"1508":{"id":"dwarfen-mountain-holds/rule/gromril-armour","path":"dwarfen-mountain-holds/rule/gromril-armour","title":"Gromril Armour","pathText":"dwarfen mountain holds rule gromril armour","type":"rule","body":"The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms. A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll. Make Armour Saves (Combat)"},"1509":{"id":"dwarfen-mountain-holds/rule/gromril-weapons","path":"dwarfen-mountain-holds/rule/gromril-weapons","title":"Gromril Weapons","pathText":"dwarfen mountain holds rule gromril weapons","type":"rule","body":"Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply. Armour Piercing"},"1510":{"id":"dwarfen-mountain-holds/rule/grudgelore","path":"dwarfen-mountain-holds/rule/grudgelore","title":"Grudgelore","pathText":"dwarfen mountain holds rule grudgelore","type":"rule","body":"So deep is Thorgrim's knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe. Once Thorgrim has set the Grudgestone, both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule. Hatred (X)"},"1511":{"id":"dwarfen-mountain-holds/rule/hit-and-run","path":"dwarfen-mountain-holds/rule/hit-and-run","title":"Hit & Run","pathText":"dwarfen mountain holds rule hit and run","type":"rule","body":"Scout Gyrocopters appear from nowhere, descending quickly from the skies or emerging unexpectedly from behind dense terrain, to strike at the enemy before vanishing again. Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move. Fall Back in Good Order"},"1512":{"id":"dwarfen-mountain-holds/rule/hostile-terrain","path":"dwarfen-mountain-holds/rule/hostile-terrain","title":"Hostile Terrain","pathText":"dwarfen mountain holds rule hostile terrain","type":"rule","body":"Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy. Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test. Command Range Dangerous Terrain"},"1513":{"id":"dwarfen-mountain-holds/rule/immovable-object","path":"dwarfen-mountain-holds/rule/immovable-object","title":"Immovable Object","pathText":"dwarfen mountain holds rule immovable object","type":"rule","body":"Once this model has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that the model can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal. Remaining Moves Pivoting"},"1514":{"id":"dwarfen-mountain-holds/rule/king-of-the-slayer-hold","path":"dwarfen-mountain-holds/rule/king-of-the-slayer-hold","title":"King of the Slayer Hold","pathText":"dwarfen mountain holds rule king of the slayer hold","type":"rule","body":"Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard. Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army: Daemon Slayers and Dragon Slayers may be taken as Character choices 0-1 unit of Slayers per 1,000 points may be taken as a Core choice 0-4 Doomseekers per 1,000 points may be taken as Special choices Loner Immune to Psychology Unbreakable"},"1515":{"id":"dwarfen-mountain-holds/rule/look-snorri-trolls","path":"dwarfen-mountain-holds/rule/look-snorri-trolls","title":"\"Look Snorri, Trolls!\"","pathText":"dwarfen mountain holds rule look snorri trolls","type":"rule","body":"Surrounded by their fellows, Slayers find it hard to resist the urge to close with the enemy as soon as they can. After deployment, but before deploying Scouts or making any Vanguard moves, all units of Slayers and Brotherhood of Grimnir within a Slayer Host Army of Infamy may make a \"Look Snorri, Trolls!\" move. A unit making a \"Look Snorri, Trolls!\" move moves D3\"+ 1 as described in the Basic Movement rules. It may manoeuvre normally but cannot march. Roll separately for each eligible unit. Scouts Vanguard Slayers Brotherhood of Grimnir Slayer Host"},"1516":{"id":"dwarfen-mountain-holds/rule/miners-cart","path":"dwarfen-mountain-holds/rule/miners-cart","title":"Miner's Cart","pathText":"dwarfen mountain holds rule miners cart","type":"rule","body":"Miners use carts to haul supplies of blasting powder deep underground. In times of war, these carts haul fresh supplies and munitions to the front lines. Any Dwarf unit that is within 3\" of a friendly Miner's Cart that is not fleeing or engaged in combat may make a Stand & Shoot charge reaction and/or a shooting attack as if it were equipped with Blasting Charges. Additionally, when a Miner's Cart loses its last Wound to an enemy attack during the Combat phase, roll a D6. On a roll of 4+, the Miner's Cart explodes and every unit (friend or foe) within 3\" suffers D6 Strength 3 hits, each with an AP of -1 and with the Flaming Attacks special rule. Stand & Shoot Blasting Charges Flaming Attacks"},"1517":{"id":"dwarfen-mountain-holds/rule/oathstone","path":"dwarfen-mountain-holds/rule/oathstone","title":"Oathstone","pathText":"dwarfen mountain holds rule oathstone","type":"rule","body":"By standing atop a dressed stone inscribed with powerful runes and ancestral oaths of vengeance, a Lord increases the resolve of their followers and ensures that no foe can escape their wrath. Challenges issued by a character with an Oathstone cannot be refused. In addition, a character with an Oathstone and any unit they have joined automatically passes any Panic tests they are required to make, but cannot choose to Flee as a charge reaction. Panic Tests Flee (Charge Reaction)"},"1518":{"id":"dwarfen-mountain-holds/rule/prepared-positions","path":"dwarfen-mountain-holds/rule/prepared-positions","title":"Prepared Positions","pathText":"dwarfen mountain holds rule prepared positions","type":"rule","body":"Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm. During deployment, you may 'Entrench' a single non-character model whose troop type is war machine and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched. War Machines Low Linear Obstacles"},"1519":{"id":"dwarfen-mountain-holds/rule/range-finding-optics","path":"dwarfen-mountain-holds/rule/range-finding-optics","title":"Range Finding Optics","pathText":"dwarfen mountain holds rule range finding optics","type":"rule","body":"Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges. Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range. The Shooting Phase Command Range To Hit Modifiers"},"1520":{"id":"dwarfen-mountain-holds/rule/resolute","path":"dwarfen-mountain-holds/rule/resolute","title":"Resolute","pathText":"dwarfen mountain holds rule resolute","type":"rule","body":"All Dwarfs are grim and determined warriors that abandon a position with great reluctance. Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1). Note that this modifier does not apply to Chaos Dwarf mounted characters. Flee! Pursuit"},"1521":{"id":"dwarfen-mountain-holds/rule/riches-and-heirlooms","path":"dwarfen-mountain-holds/rule/riches-and-heirlooms","title":"Riches & Heirlooms","pathText":"dwarfen mountain holds rule riches and heirlooms","type":"rule","body":"The Royal Clans of the Dwarfs are amongst the wealthiest denizens of the Old World, and such extravagant wealth means they march to war well-equipped with the finest armour and weapons. Character models in this army may spend an additional 25 points on runes. In addition, units that are able to purchase Standard runes may spend an additional 25 points on Standard runes (with the exception of Royal Clan Warriors, who already have this bonus included on their profile). Runic Items Standard Runes"},"1522":{"id":"dwarfen-mountain-holds/rule/royal-guard","path":"dwarfen-mountain-holds/rule/royal-guard","title":"Royal Guard","pathText":"dwarfen mountain holds rule royal guard","type":"rule","body":"A Hammerer's duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure. Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability. Challenges"},"1523":{"id":"dwarfen-mountain-holds/rule/rune-lore","path":"dwarfen-mountain-holds/rule/rune-lore","title":"Rune Lore","pathText":"dwarfen mountain holds rule rune lore","type":"rule","body":"Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command. At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards. A model with this special rule may be nominated to attempt a Wizardly Dispel as if it were a Wizard. However, unlike regular Wizards, models with this special rule do not have Level of Wizardry Wizardry with which to determine their Dispel range or modify their Dispel rolls. Instead: An Anvil of Doom has a Dispel range of 24\" and may apply a +3 modifier to its Dispel rolls. A Runelord has a Dispel range of 21\" and may apply a +2 modifier to their Dispel rolls. A Runesmith has a Dispel range of 18\" and may apply a +1 modifier to their Dispel rolls. Wizardly Dispel Levels of Wizardry Dispel Roll & Dispel Result"},"1524":{"id":"dwarfen-mountain-holds/rule/runes-of-protection","path":"dwarfen-mountain-holds/rule/runes-of-protection","title":"Runes of Protection","pathText":"dwarfen mountain holds rule runes of protection","type":"rule","body":"Ironbreakers venture into the dark beneath the world protected from the terrors it hides by rune encrusted suits of gromril armour. Models with this special rule have a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"1525":{"id":"dwarfen-mountain-holds/rule/runes-of-warding","path":"dwarfen-mountain-holds/rule/runes-of-warding","title":"Runes of Warding","pathText":"dwarfen mountain holds rule runes of warding","type":"rule","body":"The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"1526":{"id":"dwarfen-mountain-holds/rule/slayer","path":"dwarfen-mountain-holds/rule/slayer","title":"Slayer","pathText":"dwarfen mountain holds rule slayer","type":"rule","body":"To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious. When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness."},"1527":{"id":"dwarfen-mountain-holds/rule/slayer-of-daemons","path":"dwarfen-mountain-holds/rule/slayer-of-daemons","title":"Slayer of Daemons","pathText":"dwarfen mountain holds rule slayer of daemons","type":"rule","body":"In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends. When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is behemoth, has the Multiple Wounds (D3) special rule. Warp-spawned Behemoths Multiple Wounds (X)"},"1528":{"id":"dwarfen-mountain-holds/rule/slayer-of-dragons","path":"dwarfen-mountain-holds/rule/slayer-of-dragons","title":"Slayer of Dragons","pathText":"dwarfen mountain holds rule slayer of dragons","type":"rule","body":"Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy. When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is behemoth has the Multiple Wounds (D3) special rule. Behemoths Multiple Wounds (X)"},"1529":{"id":"dwarfen-mountain-holds/rule/stand-back-chief","path":"dwarfen-mountain-holds/rule/stand-back-chief","title":"\"Stand Back Chief\"","pathText":"dwarfen mountain holds rule stand back chief","type":"rule","body":"Hunkering down behind their war machines, an Engineer is well-protected from enemy fire. A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3\" of a friendly unit whose troop type is war machine. War Machines"},"1530":{"id":"dwarfen-mountain-holds/rule/stoic-defenders","path":"dwarfen-mountain-holds/rule/stoic-defenders","title":"Stoic Defenders","pathText":"dwarfen mountain holds rule stoic defenders","type":"rule","body":"Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy's charge with a flurry of deadly blows. During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics."},"1531":{"id":"dwarfen-mountain-holds/rule/strike-the-runes","path":"dwarfen-mountain-holds/rule/strike-the-runes","title":"Strike the Runes","pathText":"dwarfen mountain holds rule strike the runes","type":"rule","body":"An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic. The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe. An Anvil of Doom can cast the following Bound spells, with a Power Level of 2: Rune of Oath & Steel, Rune of Hearth & Home, Rune of Haste & Urgency & Rune of Wrath & Ruin Rune of Oath & Steel Type Enchantment Casting Value 8+/11+ Range 24\" If this Bound spell is cast with a casting result of 8 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase. Rune of Hearth & Home Type Enchantment Casting Value 8+ Range Self Until your next Start of Turn sub-phase, all friendly Dwarf units within 21\" of the Anvil of Doom gain the Immune To Psychology special rule. Rune of Haste & Urgency Type Conveyance Casting Value 10+ Range 24\" If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again. Rune of Wrath & Ruin Type Magic Missile Casting Value 9+ Range 27\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2. Bound Spells Rune of Oath & Steel Rune of Hearth & Home Rune of Haste & Urgency Rune of Wrath & Ruin Rune of Oath & Steel Enchantment Bound Spells Make Armour Saves (Combat) Start of Turn Rune of Hearth & Home Enchantment Range 'Self' Spells Start of Turn Immune to Psychology Rune of Haste & Urgency Conveyance The Movement Phase Rune of Wrath & Ruin Magic Missiles Armour Piercing"},"1532":{"id":"dwarfen-mountain-holds/rule/striking-a-grudge","path":"dwarfen-mountain-holds/rule/striking-a-grudge","title":"Striking a Grudge","pathText":"dwarfen mountain holds rule striking a grudge","type":"rule","body":"Avenging a grudge is not just the act of defeating an enemy, it requires utterly humiliating them on the battlefield. After deployment but before the first turn begins, nominate a single enemy character. For one reason or another, this individual has earned themselves a place in the Clan's Book of Grudges and must be brought to justice. All friendly models gain the Hatred (nominated enemy character) special rule. In addition, you win a bonus of 75 Victory Points if the nominated character is slain, has fled the battlefield or is fleeing when the game ends. Hatred (X)"},"1533":{"id":"dwarfen-mountain-holds/rule/subterranean-ambush","path":"dwarfen-mountain-holds/rule/subterranean-ambush","title":"Subterranean Ambush","pathText":"dwarfen mountain holds rule subterranean ambush","type":"rule","body":"Whilst the rest of the expeditionary force marches forth above ground, teams of Miners attempt to encircle the enemy from below. If your army includes a unit of Miners you may, after both sides have deployed but before the first turn of the game begins, deploy two 32mm round Mine markers, plus one additional marker for each additional unit of Miners your army includes. These markers can be deployed anywhere on the battlefield that is not within: The enemy player's deployment zone 12\" of another friendly Mine marker 6\" of an enemy unit 3\" of a special feature or an objective marker When a unit of Miners would arrive onto the battlefield as Reserves, it can be placed anywhere on the battlefield within 6\" of a Mine marker, but not within 6\" of an enemy unit. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal."},"1534":{"id":"dwarfen-mountain-holds/rule/the-grudgestone","path":"dwarfen-mountain-holds/rule/the-grudgestone","title":"The Grudgestone","pathText":"dwarfen mountain holds rule the grudgestone","type":"rule","body":"Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done. During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform. Start of Turn Unbreakable Panic Tests Give Ground"},"1535":{"id":"dwarfen-mountain-holds/rule/troll-hunters","path":"dwarfen-mountain-holds/rule/troll-hunters","title":"Troll Hunters","pathText":"dwarfen mountain holds rule troll hunters","type":"rule","body":"Some Slayers hunt their prey with cunning, sneaking close before descending upon them with fury. 0-1 character per 1,000 points in a Slayer Host Army of Infamy (not including Ungrim Ironfist) may have the Scouts special rule for +10 points per model. Slayer Host Ungrim Ironfist Scouts"},"1536":{"id":"dwarfen-mountain-holds/rule/venerable","path":"dwarfen-mountain-holds/rule/venerable","title":"Venerable","pathText":"dwarfen mountain holds rule venerable","type":"rule","body":"Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage. Unless this unit is fleeing, friendly units within 6\" of it can re-roll any failed Panic test. Panic Tests"},"1537":{"id":"dwarfen-mountain-holds/rule/wards-of-grimnir","path":"dwarfen-mountain-holds/rule/wards-of-grimnir","title":"Wards of Grimnir","pathText":"dwarfen mountain holds rule wards of grimnir","type":"rule","body":"Penned by the keepers of Grimnir's shrine, these potent wards protect the members of his cult from the weapons of the enemy. Any unit in a Slayer Host Army of Infamy that includes a standard bearer may purchase Wards of Grimnir for +1 point per model. A unit with Wards of Grimnir has a 6+ Ward save against any wounds suffered during the Shooting phase that were caused by a non-magical enemy attack. Slayer Host Ward Saves The Shooting Phase"},"1538":{"id":"dwarfen-mountain-holds/rule/whirling-doom","path":"dwarfen-mountain-holds/rule/whirling-doom","title":"Whirling Doom","pathText":"dwarfen mountain holds rule whirling doom","type":"rule","body":"With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier: Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit's front or rear arc. Per file, if the Goblin-hewer lies in the unit's flank arc. However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what."},"1539":{"id":"dwarfen-mountain-holds/rule/whirlwind-of-death","path":"dwarfen-mountain-holds/rule/whirlwind-of-death","title":"Whirlwind of Death","pathText":"dwarfen mountain holds rule whirlwind of death","type":"rule","body":"Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs. Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness. Impact Hits (X)"},"1540":{"id":"dwarfen-mountain-holds/rule/worst-among-equals","path":"dwarfen-mountain-holds/rule/worst-among-equals","title":"Worst Among Equals","pathText":"dwarfen mountain holds rule worst among equals","type":"rule","body":"Surly and quarrelsome by nature, Slayers are seldom willing to heed the commands of any individual. If your army includes Ungrim Ironfist, he must be your General. If not, you must nominate a Daemon Slayer or Dragon Slayer to act as your General, even though the Loner special rule would normally prevent this. However, to reflect that Slayers make poor leaders, a Dragon Slayer or Daemon Slayer that is the General of a Slayer Host does not gain the Inspiring Presence special rule. Note that, if the General of a Slayer Host Army of Infamy bears the Rune of the Dishonoured runic tattoo, the enemy player can win the bonus Victory Points for slaying them as normal. Ungrim Ironfist The General (Characters) Daemon Slayer Dragon Slayer Loner Slayer Host Inspiring Presence Rune of the Dishonoured Victory Points (Warhammer Battles)"},"1541":{"id":"dwarfen-mountain-holds/spell/rune-of-haste-and-urgency","path":"dwarfen-mountain-holds/spell/rune-of-haste-and-urgency","title":"Rune of Haste & Urgency","pathText":"dwarfen mountain holds spell rune of haste and urgency","type":"spell","body":"As the runes are struck, time slows around the marching Dwarf throng. Type Conveyance Casting Value 10+ Range 24\" If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again. Conveyance The Movement Phase"},"1542":{"id":"dwarfen-mountain-holds/spell/rune-of-hearth-and-home","path":"dwarfen-mountain-holds/spell/rune-of-hearth-and-home","title":"Rune of Hearth & Home","pathText":"dwarfen mountain holds spell rune of hearth and home","type":"spell","body":"Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors. Type Enchantment Casting Value 8+ Range Self Until your next Start of Turn sub-phase, all friendly Dwarf units within 21\" of the Anvil of Doom gain the Immune To Psychology special rule. Enchantment Range 'Self' Spells Start of Turn Immune to Psychology"},"1543":{"id":"dwarfen-mountain-holds/spell/rune-of-oath-and-steel","path":"dwarfen-mountain-holds/spell/rune-of-oath-and-steel","title":"Rune of Oath & Steel","pathText":"dwarfen mountain holds spell rune of oath and steel","type":"spell","body":"Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it. Type Enchantment Casting Value 8+/11+ Range 24\" If this Bound spell is cast with a casting result of 8 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase. Enchantment Bound Spells Make Armour Saves (Combat) Start of Turn"},"1544":{"id":"dwarfen-mountain-holds/spell/rune-of-wrath-and-ruin","path":"dwarfen-mountain-holds/spell/rune-of-wrath-and-ruin","title":"Rune of Wrath & Ruin","pathText":"dwarfen mountain holds spell rune of wrath and ruin","type":"spell","body":"The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur. Type Magic Missile Casting Value 9+ Range 27\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2. Magic Missiles Armour Piercing"},"1545":{"id":"dwarfen-mountain-holds/unit/anvil-of-doom","path":"dwarfen-mountain-holds/unit/anvil-of-doom","title":"Anvil of Doom","pathText":"dwarfen mountain holds unit anvil of doom","type":"unit","body":"Anvil of Doom Forgefather & Anvil Guard Cost 235 Base Size N/A Unit Size 1 Type Anvil Of Doom Troop Type War Machine Troop Type Character Unit Category War Machine Equipment Hand weapons heavy armour shields Special Rules Ancestral Shield Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Immune to Psychology Immovable Object Magic Resistance (-3) Resolute Rune Lore Skirmishers Strike the Runes Unbreakable Options May purchase Weapon, Armour and Talismanic runes up to a total of 100 points War Machines Characters (Troop Types) War Machines Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Ancestral Shield Ancestral Shield Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Immovable Object Immovable Object Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Rune Lore Rune Lore Skirmish Formation Skirmish Formation Strike the Runes Strike the Runes Unbreakable Unbreakable Weapon Runes Armour Runes Talismanic Runes"},"1546":{"id":"dwarfen-mountain-holds/unit/bolt-thrower","path":"dwarfen-mountain-holds/unit/bolt-thrower","title":"Bolt Thrower","pathText":"dwarfen mountain holds unit bolt thrower","type":"unit","body":"Bolt Thrower Dwarf Crew Cost 55 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Bolt Throwers Troop Type War Machine Unit Category War Machine Equipment Bolt thrower hand weapons light armour Special Rules Hatred (Orcs & Goblins) Magic Resistance (-1) Skirmishers Stubborn Options May purchase Engineering runes up to a total of 100 points Bolt Throwers War Machines War Machines Bolt Throwers Bolt Throwers Hand Weapon Hand Weapon Light Armour Light Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Stubborn Stubborn Engineering Runes"},"1547":{"id":"dwarfen-mountain-holds/unit/brotherhood-of-grimnir","path":"dwarfen-mountain-holds/unit/brotherhood-of-grimnir","title":"Brotherhood of Grimnir","pathText":"dwarfen mountain holds unit brotherhood of grimnir","type":"unit","body":"Shrine Guards Shrine Keeper Cost 18 Base Size 25 x 25 mm Unit Size 5-30 models Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Blessings of Grimnir (Shrine Keeper only) Close Order Deathblow Gromril Weapons Hatred (Orcs & Goblins) Immune to Psychology Loner Magic Resistance (-2) Motley Crew Open Order Resolute Slayer Unbreakable Options Any number of models may take one of the following: Additional hand weapon (+1 point per model) Great weapon (+2 points per model) Any unit may: Upgrade one model to a Shrine Keeper (champion) (+21 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase Standard runes up to a total of 100 points A Shrine Keeper may purchase: A runic tattoos (Varies) Weapon runes up to a total of 50 points Talismanic runes up to a total of 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Blessings of Grimnir Blessings of Grimnir Close Order Close Order Deathblow Deathblow Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Loner Loner Magic Resistance (-X) Magic Resistance (-X) Motley Crew Motley Crew Open Order Formation Open Order Formation Resolute Resolute Slayer Slayer Unbreakable Unbreakable Two Hand Weapons/Additional Hand Weapon Great Weapon Standard Runes Runic Tattoos Weapon Runes Talismanic Runes"},"1548":{"id":"dwarfen-mountain-holds/unit/burlok-damminson","path":"dwarfen-mountain-holds/unit/burlok-damminson","title":"Burlok Damminson","pathText":"dwarfen mountain holds unit burlok damminson","type":"unit","body":"Burlok Damminson is an Engineer. He may be included in any Dwarfen Mountain Holds army made using any army composition list that includes this option. He must be fielded as presented here. Burlok Damminson Cost 85 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Named Character Unit Category Infantry Equipment Furnace hammer rivet gun heavy armour Special Rules Dwarf Crafted Gromril Armour Hatred (Orcs & Goblins) Magic Resistance (-1) Prepared Positions Range Finding Optics Resolute \"Stand Back Chief\" Stubborn Heavy Infantry Named Characters (Warhammer Armies) Infantry Furnace Hammer Furnace Hammer Rivet Gun Rivet Gun Heavy Armour Heavy Armour Dwarf Crafted Dwarf Crafted Gromril Armour Gromril Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Prepared Positions Prepared Positions Range Finding Optics Range Finding Optics Resolute Resolute \"Stand Back Chief\" \"Stand Back Chief\" Stubborn Stubborn"},"1549":{"id":"dwarfen-mountain-holds/unit/cannon","path":"dwarfen-mountain-holds/unit/cannon","title":"Cannon","pathText":"dwarfen mountain holds unit cannon","type":"unit","body":"Cannon Dwarf Crew Cost 95 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Cannon Troop Type War Machine Unit Category War Machine Equipment Cannon hand weapons light armour Special Rules Hatred (Orcs & Goblins) Magic Resistance (-1) Skirmishers Stubborn Options May purchase Engineering runes up to a total of 100 points War Machines War Machines Cannon Cannon Hand Weapon Hand Weapon Light Armour Light Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Stubborn Stubborn Engineering Runes"},"1550":{"id":"dwarfen-mountain-holds/unit/daemon-slayer","path":"dwarfen-mountain-holds/unit/daemon-slayer","title":"Daemon Slayer","pathText":"dwarfen mountain holds unit daemon slayer","type":"unit","body":"Daemon Slayer Cost 130 Base Size 25 x 25 mm Unit Size 1 Type Slayers Of Legend Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Deathblow Gromril Weapons Hatred (Orcs & Goblins) Immune to Psychology Killing Blow Loner Magic Resistance (-2) Resolute Slayer of Daemons Unbreakable Vanguard Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) A Daemon Slayer may purchase: Weapon runes up to a total of 100 points Talismanic runes up to a total of 25 points May purchase up to two runic tattoos Slayers Of Legend Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Deathblow Deathblow Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Killing Blow Killing Blow Loner Loner Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Slayer of Daemons Slayer of Daemons Unbreakable Unbreakable Vanguard Vanguard Two Hand Weapons/Additional Hand Weapon Great Weapon Slayer Weapon Runes Talismanic Runes Runic Tattoos"},"1551":{"id":"dwarfen-mountain-holds/unit/doomseeker","path":"dwarfen-mountain-holds/unit/doomseeker","title":"Doomseeker","pathText":"dwarfen mountain holds unit doomseeker","type":"unit","body":"Doomseeker Cost 50 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Unit Category Infantry Equipment Whirling blades of death (counts as a hand weapon) Special Rules Deathblow Doomseeker First to the Fray Gromril Weapons Hatred (Orcs & Goblins) Immune to Psychology Impact Hits (D3+1) Loner Magic Resistance (-2) Random Attacks Resolute Skirmishers Unbreakable Vanguard Whirlwind of Death Options May purchase Weapon runes up to a total of 50 points May purchase up to three runic tattoos Dogs of War: 0-3 Doomseekers may be taken as Mercenaries in any of the following Grand Army composition lists: Dwarfen Mountain Holds Empire of Man Heavy Infantry Infantry Hand Weapon Hand Weapon Deathblow Deathblow Doomseeker Doomseeker First to the Fray First to the Fray Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Loner Loner Magic Resistance (-X) Magic Resistance (-X) Random Attacks Random Attacks Resolute Resolute Skirmish Formation Skirmish Formation Unbreakable Unbreakable Vanguard Vanguard Whirlwind of Death Whirlwind of Death Weapon Runes Runic Tattoos Dwarfen Mountain Holds Army List Empire of Man Army List"},"1552":{"id":"dwarfen-mountain-holds/unit/dragon-slayer","path":"dwarfen-mountain-holds/unit/dragon-slayer","title":"Dragon Slayer","pathText":"dwarfen mountain holds unit dragon slayer","type":"unit","body":"Dragon Slayer Cost 70 Base Size 25 x 25 mm Unit Size 1 Type Slayers Of Legend Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Deathblow Gromril Weapons Hatred (Orcs & Goblins) Immune to Psychology Killing Blow Loner Magic Resistance (-2) Resolute Slayer of Dragons Unbreakable Vanguard Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) A Dragon Slayer may purchase Weapon runes up to a total of 75 points May purchase a single runic tattoo Slayers Of Legend Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Deathblow Deathblow Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Killing Blow Killing Blow Loner Loner Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Slayer of Dragons Slayer of Dragons Unbreakable Unbreakable Vanguard Vanguard Two Hand Weapons/Additional Hand Weapon Great Weapon Slayer Weapon Runes Runic Tattoos"},"1553":{"id":"dwarfen-mountain-holds/unit/dwarf-cart","path":"dwarfen-mountain-holds/unit/dwarf-cart","title":"Dwarf Cart","pathText":"dwarfen mountain holds unit dwarf cart","type":"unit","body":"Dwarf Cart Dwarf Crew (x1) Draft Pony Cost 65 Base Size 50 x 75 mm Unit Size 1 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Dwarf Crew: Hand weapons Draft Pony: Iron-shod hooves (counts as a hand weapon) Special Rules Hatred (Orcs & Goblins) Impact Hits (D3) Magic Resistance (-1) Open Order Resolute Options A Dwarf cart must take one of the following upgrades: Bugman's Cart (Free) Miner's Cart (Free) Baggage: Any army made using the Dwarfen Mountain Holds Grand Army composition list may include 0-4 Dwarf Carts as Rare choices. Light Chariots Chariots Hand Weapon Hand Weapon Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Magic Resistance (-X) Magic Resistance (-X) Open Order Formation Open Order Formation Resolute Resolute Bugman's Cart Miner's Cart Dwarfen Mountain Holds Army List"},"1554":{"id":"dwarfen-mountain-holds/unit/engineer","path":"dwarfen-mountain-holds/unit/engineer","title":"Engineer","pathText":"dwarfen mountain holds unit engineer","type":"unit","body":"Engineer Cost 50 Base Size 25 x 25 mm Unit Size 1 Type Dwarf Engineers Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Artillery Master Dwarf Crafted Entrenchment Gromril Armour Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute \"Stand Back Chief\" Stubborn Options May take one of the following: Pistol (+6 points) Brace of pistols (+10 points) May take any of the following: Great weapon (+4 points) Handgun (+8 points) May purchase Weapon, Armour and Talismanic runes up to a total of 50 points Dwarf Engineers Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Artillery Master Artillery Master Dwarf Crafted Dwarf Crafted Entrenchment Entrenchment Gromril Armour Gromril Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute \"Stand Back Chief\" \"Stand Back Chief\" Stubborn Stubborn Pistol Brace of Pistols Great Weapon Handgun Weapon Runes Armour Runes Talismanic Runes"},"1555":{"id":"dwarfen-mountain-holds/unit/engineer-sapper","path":"dwarfen-mountain-holds/unit/engineer-sapper","title":"Engineer Sapper","pathText":"dwarfen mountain holds unit engineer sapper","type":"unit","body":"Engineer Sapper Cost 70 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules \"Dig In!\" Dwarf Crafted Gromril Armour Hatred (Orcs & Goblins) Hostile Terrain Magic Resistance (-1) Resolute Stubborn Options May take one of the following: Pistol (+6 points) Brace of pistols (+10 points) May take any of the following: Great weapon (+4 points) Handgun (+8 points) May purchase Weapon, Armour and Talismanic runes up to a total of 50 points Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour \"Dig In!\" \"Dig In!\" Dwarf Crafted Dwarf Crafted Gromril Armour Gromril Armour Hatred (X) Hatred (X) Hostile Terrain Hostile Terrain Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Stubborn Stubborn Pistol Brace of Pistols Great Weapon Handgun Weapon Runes Armour Runes Talismanic Runes"},"1556":{"id":"dwarfen-mountain-holds/unit/flame-cannon","path":"dwarfen-mountain-holds/unit/flame-cannon","title":"Flame Cannon","pathText":"dwarfen mountain holds unit flame cannon","type":"unit","body":"Flame Cannon Dwarf Crew Cost 120 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Flame Cannon Troop Type War Machine Unit Category War Machine Equipment Fire thrower hand weapons light armour Special Rules Hatred (Orcs & Goblins) Magic Resistance (-1) Skirmishers Stubborn War Machines War Machines Fire Throwers Fire Throwers Hand Weapon Hand Weapon Light Armour Light Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Stubborn Stubborn"},"1557":{"id":"dwarfen-mountain-holds/unit/goblin-hewer","path":"dwarfen-mountain-holds/unit/goblin-hewer","title":"Goblin-Hewer","pathText":"dwarfen mountain holds unit goblin hewer","type":"unit","body":"Goblin-Hewer Slayer Crew Cost 120 Base Size 50 x 75 mm Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Goblin-Hewer and hand weapons Special Rules Hatred (Orcs & Goblins) Immune to Psychology Magic Resistance (-1) Skirmishers Unbreakable Options May purchase Engineering runes up to a total of 50 points Innovative Engineers: Any army made using the Dwarfen Mountain Holds Grand Army composition list that includes one or more Slayers of Legend may include 0-1 Goblin-hewer per 1,000 points as a Rare choice. War Machines War Machines Goblin-Hewer Hand Weapon Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Unbreakable Unbreakable Engineering Runes Dwarfen Mountain Holds Army List"},"1558":{"id":"dwarfen-mountain-holds/unit/grudge-thrower","path":"dwarfen-mountain-holds/unit/grudge-thrower","title":"Grudge Thrower","pathText":"dwarfen mountain holds unit grudge thrower","type":"unit","body":"Grudge Thrower Dwarf Crew Cost 95 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Grudge Throwers Troop Type War Machine Unit Category War Machine Equipment Stone thrower hand weapons light armour Special Rules Hatred (Orcs & Goblins) Magic Resistance (-1) Skirmishers Stubborn Options May purchase Engineering runes up to a total of 100 points Grudge Throwers War Machines War Machines Stone Throwers Stone Throwers Hand Weapon Hand Weapon Light Armour Light Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Stubborn Stubborn Engineering Runes"},"1559":{"id":"dwarfen-mountain-holds/unit/gyrobomber","path":"dwarfen-mountain-holds/unit/gyrobomber","title":"Gyrobomber","pathText":"dwarfen mountain holds unit gyrobomber","type":"unit","body":"Gyrobomber Cost 95 Base Size 50 x 50 mm Unit Size 1 Type Gyrobombers Troop Type Monstrous Creature Unit Category Cavalry Equipment Hand weapon steam gun armoured fuselage (counts as full plate armour) Special Rules Bombing Run Close Order Fly (8) Hatred (Orcs & Goblins) Impact Hits (D3+1) Magic Resistance (-1) Swiftstride Options Any Gyrobomber may replace its steam gun with one of the following: Brimstone gun (+5 points per model) Clattergun (+10 points per model) Optional Rules Brimstone Gun Clattergun Gyrobombers Monstrous Creatures Cavalry Hand Weapon Hand Weapon Steam Gun (Dwarfs) Steam Gun (Dwarfs) Full Plate Armour Full Plate Armour Bombing Run Bombing Run Close Order Close Order Fly (X) Fly (X) Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Magic Resistance (-X) Magic Resistance (-X) Swiftstride Swiftstride Steam Gun (Dwarfs) Brimstone Gun Clattergun Brimstone Gun Brimstone Gun Clattergun Clattergun"},"1560":{"id":"dwarfen-mountain-holds/unit/gyrocopter","path":"dwarfen-mountain-holds/unit/gyrocopter","title":"Gyrocopter","pathText":"dwarfen mountain holds unit gyrocopter","type":"unit","body":"Gyrocopter Cost 60 Base Size 50 x 50 mm Unit Size 1-6 Type Gyrocopters Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapon steam gun armoured fuselage (counts as full plate armour) Special Rules Dispersed Formation Dive Bomb Fire & Flee Fly (9) Hatred (Orcs & Goblins) Impact Hits (D3) Magic Resistance (-1) Skirmishers Swiftstride Vanguard Options Any Gyrocopter may replace its steam gun with one of the following: Brimstone gun (+5 points per model) Clattergun (+10 points per model) Optional Rules Brimstone Gun Clattergun Gyrocopters Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Steam Gun (Dwarfs) Steam Gun (Dwarfs) Full Plate Armour Full Plate Armour Dispersed Formation Dispersed Formation Dive Bomb Dive Bomb Fire & Flee Fire & Flee Fly (X) Fly (X) Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Swiftstride Swiftstride Vanguard Vanguard Steam Gun (Dwarfs) Brimstone Gun Clattergun Brimstone Gun Brimstone Gun Clattergun Clattergun"},"1561":{"id":"dwarfen-mountain-holds/unit/hammerer","path":"dwarfen-mountain-holds/unit/hammerer","title":"Hammerers","pathText":"dwarfen mountain holds unit hammerer","type":"unit","body":"Hammerer Royal Champion Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Hammerers Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons great hammers heavy armour Special Rules Close Order Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Royal Guard Shieldwall Stoic Defenders Stubborn Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Royal Champion (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Drilled special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Purchase Standard runes up to a total of 75 points A Royal Champion may purchase: Weapon runes up to a total of 25 points Talismanic runes up to a total of 25 points Optional Rules Drilled Veteran Hammerers Heavy Infantry Infantry Hand Weapon Hand Weapon Great Hammer Great Hammer Heavy Armour Heavy Armour Close Order Close Order Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Royal Guard Royal Guard Shieldwall Shieldwall Stoic Defenders Stoic Defenders Stubborn Stubborn Shield Drilled Veteran Standard Runes Weapon Runes Talismanic Runes Drilled Drilled Veteran Veteran"},"1562":{"id":"dwarfen-mountain-holds/unit/imperial-dwarf-mercenaries","path":"dwarfen-mountain-holds/unit/imperial-dwarf-mercenaries","title":"Imperial Dwarf Mercenaries","pathText":"dwarfen mountain holds unit imperial dwarf mercenaries","type":"unit","body":"Warrior Veteran Cost 8 Base Size 25 x 25 mm Unit Size 5+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Shieldwall Options The entire unit may take one of the following: Great weapons (+2 points per model) Thrusting spears (+1 point per model) Crossbows (+2 points per model) Handguns (+3 points per model) Any unit may: Upgrade one model to a Veteran (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Take shields (+1 point per model) Replace light armour with heavy armour (+1 point per model) A Veteran may purchase Weapon runes up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Purchase Standard runes up to a total of 50 points Optional Rules Drilled Veteran Dogs of War: 0-1 unit of Imperial Dwarf Mercenaries may be taken as a Mercenary in any of the following Grand Army composition lists: Dwarfen Mountain Holds Empire of Man Heavy Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Shieldwall Shieldwall Great Weapon Thrusting Spear Crossbow Handgun Veteran Shield Light Armour Heavy Armour Veteran Weapon Runes Drilled Veteran Standard Runes Drilled Drilled Veteran Veteran Dwarfen Mountain Holds Army List Empire of Man Army List"},"1563":{"id":"dwarfen-mountain-holds/unit/ironbreaker","path":"dwarfen-mountain-holds/unit/ironbreaker","title":"Ironbreakers","pathText":"dwarfen mountain holds unit ironbreaker","type":"unit","body":"Ironbreaker Ironbeard Cost 15 Base Size 25 x 25 mm Unit Size 5+ Type Ironbreakers Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons full plate armour shields Special Rules Close Order Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Regimental Unit Resolute Runes of Protection Shieldwall Stubborn Options Any unit may: Upgrade one model to an Ironbeard (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) An Ironbeard may replace their shield with one of the following: Brace of drakefire pistols (+10 points) Drakegun (see below) (+10 points) An Ironbeard may take cinderblast bombs (see opposite) (+15 points) An Ironbeard may purchase Weapon runes up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Purchase Standard runes up to a total of 50 points Optional Rules Drilled Brace of Drakefire Pistols Drakegun Cinderblast Bombs Ironbreakers Heavy Infantry Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Shield Shield Close Order Close Order Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Regimental Unit Regimental Unit Resolute Resolute Runes of Protection Runes of Protection Shieldwall Shieldwall Stubborn Stubborn Shield Brace of Drakefire Pistols Drakegun Cinderblast Bombs Weapon Runes Drilled Standard Runes Drilled Drilled Brace of Drakefire Pistols Brace of Drakefire Pistols Drakegun Drakegun Cinderblast Bombs Cinderblast Bombs"},"1564":{"id":"dwarfen-mountain-holds/unit/irondrake","path":"dwarfen-mountain-holds/unit/irondrake","title":"Irondrakes","pathText":"dwarfen mountain holds unit irondrake","type":"unit","body":"Irondrake Ironwarden Cost 15 Base Size 25 x 25 mm Unit Size 5+ Type Irondrakes Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons drakeguns full plate armour Special Rules Close Order Detachment Gromril Armour Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Runes of Warding Stubborn Options Any unit may: Upgrade one model to an Ironwarden (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) An Ironwarden may replace their drakegun with one of the following: Brace of drakefire pistols (+5 points) Trollhammer torpedo (+15 points) An Ironwarden may take cinderblast bombs (+15 points) 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Purchase Standard runes up to a total of 50 points Optional Rules Drilled Brace of Drakefire Pistols Trollhammer Torpedo Cinderblast Bombs Irondrakes Heavy Infantry Infantry Hand Weapon Hand Weapon Drakegun Drakegun Full Plate Armour Full Plate Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Gromril Armour Gromril Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Runes of Warding Runes of Warding Stubborn Stubborn Drakegun Brace of Drakefire Pistols Trollhammer Torpedo Cinderblast Bombs Drilled Standard Runes Drilled Drilled Brace of Drakefire Pistols Brace of Drakefire Pistols Trollhammer Torpedo Trollhammer Torpedo Cinderblast Bombs Cinderblast Bombs"},"1565":{"id":"dwarfen-mountain-holds/unit/king","path":"dwarfen-mountain-holds/unit/king","title":"King","pathText":"dwarfen mountain holds unit king","type":"unit","body":"King Cost 125 Base Size 25 x 25 mm Unit Size 1 Type Dwarf Lords Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon full plate armour Special Rules Ancestral Grudge Dwarf Crafted Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Rallying Cry Resolute Stubborn Options May take one of the following: Great weapon (+4 points) Crossbow (+6 points) Handgun (+6 points) May take a pistol (+5 points) May take a shield (+2 points) May take one of the following: Oathstone (+15 points) Shieldbearers (+60 points) May purchase Weapon, Armour and Talismanic runes: A King may purchase runes up to a total of 125 points Optional Rules Oathstone Dwarf Lords Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Ancestral Grudge Ancestral Grudge Dwarf Crafted Dwarf Crafted Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Great Weapon Crossbow Handgun Pistol Shield Oathstone Shieldbearers Weapon Runes Armour Runes Talismanic Runes Oathstone Oathstone"},"1566":{"id":"dwarfen-mountain-holds/unit/longbeard","path":"dwarfen-mountain-holds/unit/longbeard","title":"Longbeards","pathText":"dwarfen mountain holds unit longbeard","type":"unit","body":"Longbeard Elder Cost 12 Base Size 25 x 25 mm Unit Size 5+ Type Longbeards Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Shieldwall Venerable Veteran Options The entire unit may take any of the following: Great weapons +1 point per model Shields +1 point per model Any unit may: Upgrade one model to an Elder (champion) +6 points per unit Upgrade one model to a standard bearer +6 points per unit Upgrade one model to a musician +6 points per unit Purchase Standard runes up to a total of 50 points An Elder may purchase: Weapon runes up to a total of 25 points Talismanic runes up to a total of 25 points 0-1 unit per 1,000 points may have the Drilled special rule +1 point per model Optional Rules Drilled Longbeards Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Shieldwall Shieldwall Venerable Venerable Veteran Veteran Great Weapon Shield Standard Runes Weapon Runes Talismanic Runes Drilled Drilled Drilled"},"1567":{"id":"dwarfen-mountain-holds/unit/miner","path":"dwarfen-mountain-holds/unit/miner","title":"Miners","pathText":"dwarfen mountain holds unit miner","type":"unit","body":"Miner Prospector Cost 12 Base Size 25 x 25 mm Unit Size 5+ Type Miners Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons great weapons heavy armour Special Rules Ambushers Close Order Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Vanguard Options The entire unit may take blasting charges (+1 points per model) Any unit may: Upgrade one model to a Prospector (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Prospector may take a steam drill (+20 points) 0-1 unit per 1,000 points may: Replace the Close Order special rule with Open Order (Free) Have the Veteran special rule (+1 point per model) Purchase Standard runes up to a total of 25 points Optional Rules Blasting Charges Steam Drill Veteran Open Order Miners Heavy Infantry Infantry Hand Weapon Hand Weapon Great Weapon Great Weapon Heavy Armour Heavy Armour Ambushers Ambushers Close Order Close Order Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Vanguard Vanguard Blasting Charges Steam Drill Close Order Open Order Formation Veteran Standard Runes Blasting Charges Blasting Charges Steam Drill Steam Drill Veteran Veteran Open Order Formation Open Order Formation"},"1568":{"id":"dwarfen-mountain-holds/unit/organ-gun","path":"dwarfen-mountain-holds/unit/organ-gun","title":"Organ Gun","pathText":"dwarfen mountain holds unit organ gun","type":"unit","body":"Organ Gun Dwarf Crew Cost 115 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Organ Guns Troop Type War Machine Unit Category War Machine Equipment Organ gun hand weapons light armour Special Rules Hatred (Orcs & Goblins) Magic Resistance (-1) Skirmishers Stubborn Organ Guns War Machines War Machines Organ Guns Organ Guns Hand Weapon Hand Weapon Light Armour Light Armour Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Stubborn Stubborn"},"1569":{"id":"dwarfen-mountain-holds/unit/quarreller","path":"dwarfen-mountain-holds/unit/quarreller","title":"Quarrellers","pathText":"dwarfen mountain holds unit quarreller","type":"unit","body":"Quarreller Veteran Cost 9 Base Size 25 x 25 mm Unit Size 5+ Type Quarrellers & Thunderers Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons crossbows heavy armour Special Rules Close Order Dwarf Crafted Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Options The entire unit may take any of the following: Great weapons (+2 points per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Veteran (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Veteran may replace their crossbow or handgun with: Pistol (Free) Brace of pistols (+5 points) Quarrellers & Thunderers Heavy Infantry Infantry Hand Weapon Hand Weapon Crossbow Crossbow Heavy Armour Heavy Armour Close Order Close Order Dwarf Crafted Dwarf Crafted Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Great Weapon Shield Veteran Veteran Pistol Brace of Pistols"},"1570":{"id":"dwarfen-mountain-holds/unit/ranger","path":"dwarfen-mountain-holds/unit/ranger","title":"Rangers","pathText":"dwarfen mountain holds unit ranger","type":"unit","body":"Ranger Ol' Deadeye Cost 11 Base Size 25 x 25 mm Unit Size 5-20 Type Rangers Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons crossbows heavy armour Special Rules Dwarf Crafted Hatred (Orcs & Goblins) Magic Resistance (-1) Move Through Cover Open Order Resolute Scouts Skirmishers Options The entire unit may take any of the following: Great weapons (+2 points per model) Shields (+1 point per model) Any unit may either: Take throwing axes (+1 point per model) Replace crossbows with throwing axes (Free) Any unit may: Upgrade one model to an Ol' Deadeye (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase Standard runes up to a total of 25 points An Ol' Deadeye may replace their crossbow with: Pistol (Free) Brace of pistols (+5 points) Rangers Heavy Infantry Infantry Hand Weapon Hand Weapon Crossbow Crossbow Heavy Armour Heavy Armour Dwarf Crafted Dwarf Crafted Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Move Through Cover Move Through Cover Open Order Formation Open Order Formation Resolute Resolute Scouts Scouts Skirmish Formation Skirmish Formation Great Weapon Shield Throwing Axe Crossbow Standard Runes Pistol Brace of Pistols"},"1571":{"id":"dwarfen-mountain-holds/unit/royal-clan-warriors","path":"dwarfen-mountain-holds/unit/royal-clan-warriors","title":"Royal Clan Warriors","pathText":"dwarfen mountain holds unit royal clan warriors","type":"unit","body":"Royal Clan Warrior Royal Clan Veteran Cost 10 Base Size 25 x 25 mm Unit Size 5+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons shields heavy armour Special Rules Close Order Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Shieldwall Options Any unit may: Replace shields with gromril great axes (+1 point per model) Upgrade one model to a Royal Clan Veteran (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase Standard runes up to a total of 75 points A Royal Clan Veteran may purchase: Weapon runes up to a total of 25 points Talismanic runes up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Stubborn special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Optional Rules Gromril Great Axe Drilled Stubborn Veteran Heavy Infantry Infantry Hand Weapon Hand Weapon Shield Shield Heavy Armour Heavy Armour Close Order Close Order Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Shieldwall Shieldwall Gromril Great Axe Veteran Standard Runes Veteran Weapon Runes Talismanic Runes Drilled Stubborn Veteran Gromril Great Axe Gromril Great Axe Drilled Drilled Stubborn Stubborn Veteran Veteran"},"1572":{"id":"dwarfen-mountain-holds/unit/runelord","path":"dwarfen-mountain-holds/unit/runelord","title":"Runelord","pathText":"dwarfen mountain holds unit runelord","type":"unit","body":"Runelord Cost 120 Base Size 25 x 25 mm Unit Size 1 Type Dwarf Runesmiths Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Armour Bane (1) Forgefire Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-2) Resolute Rune Lore Stubborn Options May take a great weapon (+4 points) May take a shield (+2 points) May replace heavy armour with full plate armour (+3 points) May take an Oathstone (+15 points) May purchase Weapon, Armour and Talismanic runes: A Runelord may purchase runes up to a total of 125 points Optional Rules Oathstone Dwarf Runesmiths Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Forgefire Forgefire Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Rune Lore Rune Lore Stubborn Stubborn Great Weapon Shield Heavy Armour Full Plate Armour Oathstone Weapon Runes Armour Runes Talismanic Runes Oathstone Oathstone"},"1573":{"id":"dwarfen-mountain-holds/unit/runesmith","path":"dwarfen-mountain-holds/unit/runesmith","title":"Runesmith","pathText":"dwarfen mountain holds unit runesmith","type":"unit","body":"Runesmith Cost 65 Base Size 25 x 25 mm Unit Size 1 Type Dwarf Runesmiths Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Armour Bane (1) Forgefire Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-2) Resolute Rune Lore Stubborn Options May take a great weapon (+4 points) May take a shield (+2 points) May replace heavy armour with full plate armour (+3 points) May take an Oathstone (+15 points) May purchase Weapon, Armour and Talismanic runes: A Runesmith may purchase runes up to a total of 75 points Optional Rules Oathstone Dwarf Runesmiths Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Forgefire Forgefire Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Rune Lore Rune Lore Stubborn Stubborn Great Weapon Shield Heavy Armour Full Plate Armour Oathstone Weapon Runes Armour Runes Talismanic Runes Oathstone Oathstone"},"1574":{"id":"dwarfen-mountain-holds/unit/scout-gyrocopter","path":"dwarfen-mountain-holds/unit/scout-gyrocopter","title":"Scout Gyrocopter","pathText":"dwarfen mountain holds unit scout gyrocopter","type":"unit","body":"Scout Gyrocopters Cost 60 Base Size 50 x 50 mm Unit Size 1-2 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapon clattergun lightly armoured fuselage (counts as heavy armour) Special Rules Dispersed Formation, Fire & Flee Fly (10) Hatred (Orcs & Goblins) Hit & Run Impact Hits (D3) Magic Resistance (-1) Skirmishers Swiftstride Vanguard Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Clattergun Clattergun Heavy Armour Heavy Armour Dispersed Formation Dispersed Formation Fire & Flee Fire & Flee Fly (X) Fly (X) Hatred (X) Hatred (X) Hit & Run Hit & Run Impact Hits (X) Impact Hits (X) Magic Resistance (-X) Magic Resistance (-X) Skirmish Formation Skirmish Formation Swiftstride Swiftstride Vanguard Vanguard"},"1575":{"id":"dwarfen-mountain-holds/unit/shieldbearers","path":"dwarfen-mountain-holds/unit/shieldbearers","title":"Shieldbearers","pathText":"dwarfen mountain holds unit shieldbearers","type":"unit","body":"Shieldbearers Cost Override +60 points Base Size 50 x 50 mm Unit Size 1 Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapon Special Rules Borne Aloft Gromril Weapons Hatred (Orcs & Goblins) Resolute Heavy Infantry Infantry Hand Weapon Hand Weapon Borne Aloft Borne Aloft Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Resolute Resolute"},"1576":{"id":"dwarfen-mountain-holds/unit/slayers","path":"dwarfen-mountain-holds/unit/slayers","title":"Slayers","pathText":"dwarfen mountain holds unit slayers","type":"unit","body":"Troll Slayer Giant Slayer Cost 12 Base Size 25 x 25 mm Unit Size 5+ Type Slayers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Deathblow \"Fight Me!\" (Giant Slayers only) Furious Charge Hatred (Orcs & Goblins) Immune to Psychology Loner Magic Resistance (-2) Motley Crew Open Order Resolute Slayer Unbreakable Options Any number of models may take one of the following: Additional hand weapon (+1 point per model) Great weapon (+2 points per model) Any number of models may be upgraded to Giant Slayers (+7 points per model) Any unit may: Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase Standard runes up to a total of 50 points Giant Slayers always occupy the front rank(s) of the unit, pushing past any Troll Slayers to get there if necessary (such as when the unit turns). If a unit that includes a standard bearer and musician includes enough Giant Slayers, both its standard bearer and musician will be Giant Slayers. If a unit that includes a standard bearer and musician includes only one Giant Slayer, that Giant Slayer will be its standard bearer. Slayers Regular Infantry Infantry Hand Weapon Hand Weapon Deathblow Deathblow \"Fight Me!\" \"Fight Me!\" Furious Charge Furious Charge Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Loner Loner Magic Resistance (-X) Magic Resistance (-X) Motley Crew Motley Crew Open Order Formation Open Order Formation Resolute Resolute Slayer Slayer Unbreakable Unbreakable Two Hand Weapons/Additional Hand Weapon Great Weapon Standard Runes"},"1577":{"id":"dwarfen-mountain-holds/unit/thane","path":"dwarfen-mountain-holds/unit/thane","title":"Thane","pathText":"dwarfen mountain holds unit thane","type":"unit","body":"Thane Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Dwarf Lords Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon full plate armour Special Rules Ancestral Grudge Dwarf Crafted Gromril Armour Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Rallying Cry Resolute Stubborn Options May take one of the following: Great weapon (+4 points) Crossbow (+6 points) Handgun (+6 points) May take a pistol (+5 points) May take a shield (+2 points) May take one of the following: Oathstone (+15 points) Shieldbearers (+60 points) May purchase Weapon, Armour and Talismanic runes: A Thane may purchase runes up to a total of 75 points Optional Rules Oathstone Dwarf Lords Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Ancestral Grudge Ancestral Grudge Dwarf Crafted Dwarf Crafted Gromril Armour Gromril Armour Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn Great Weapon Crossbow Handgun Pistol Shield Oathstone Shieldbearers Weapon Runes Armour Runes Talismanic Runes Oathstone Oathstone"},"1578":{"id":"dwarfen-mountain-holds/unit/thorgrim-ulleksson","path":"dwarfen-mountain-holds/unit/thorgrim-ulleksson","title":"Thorgrim Ulleksson","pathText":"dwarfen mountain holds unit thorgrim ulleksson","type":"unit","body":"Thorgrim Ulleksson is a Thane. He may be included in any Dwarfen Mountain Holds army made using any army composition list that includes this option. He must be fielded as presented here. Thorgrim Ulleksson Cost 250 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Named Character Unit Category Infantry Equipment Hand weapon Grudge-Settler the Grudgestone the Armour of Skaldour shield Special Rules Gromril Armour Grudgelore Hatred (Orcs & Goblins) Magic Resistance (-1) Rallying Cry Resolute Stubborn Heavy Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Hand Weapon Grudge-Settler Grudge-Settler The Grudgestone The Grudgestone The Armour of Skaldour The Armour of Skaldour Shield Shield Gromril Armour Gromril Armour Grudgelore Grudgelore Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Rallying Cry Rallying Cry Resolute Resolute Stubborn Stubborn"},"1579":{"id":"dwarfen-mountain-holds/unit/thunderer","path":"dwarfen-mountain-holds/unit/thunderer","title":"Thunderers","pathText":"dwarfen mountain holds unit thunderer","type":"unit","body":"Thunderer Veteran Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Quarrellers & Thunderers Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons handguns heavy armour Special Rules Close Order Dwarf Crafted Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Options The entire unit may take any of the following: Great weapons (+2 points per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Veteran (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Veteran may replace their crossbow or handgun with: Pistol (Free) Brace of pistols (+5 points) Quarrellers & Thunderers Heavy Infantry Infantry Hand Weapon Hand Weapon Handgun Handgun Heavy Armour Heavy Armour Close Order Close Order Dwarf Crafted Dwarf Crafted Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Great Weapon Shield Veteran Veteran Pistol Brace of Pistols"},"1580":{"id":"dwarfen-mountain-holds/unit/ungrim-ironfist","path":"dwarfen-mountain-holds/unit/ungrim-ironfist","title":"Ungrim Ironfist","pathText":"dwarfen mountain holds unit ungrim ironfist","type":"unit","body":"Ungrim Ironfist is a King. He may be included in any Dwarfen Mountain Holds army made using any army composition list that includes this option. He must be fielded as presented here. Ungrim Ironfist Cost 315 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Named Character Unit Category Infantry Equipment Hand weapon the Axe of Dargo the Slayer Crown light armour Special Rules Deathblow Gromril Armour Hatred (Orcs & Goblins) Immune to Psychology King of the Slayer Hold Magic Resistance (-2) Rallying Cry Resolute Slayer Unbreakable Heavy Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Hand Weapon The Axe of Dargo The Axe of Dargo The Slayer Crown The Slayer Crown Light Armour Light Armour Deathblow Deathblow Gromril Armour Gromril Armour Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology King of the Slayer Hold King of the Slayer Hold Magic Resistance (-X) Magic Resistance (-X) Rallying Cry Rallying Cry Resolute Resolute Slayer Slayer Unbreakable Unbreakable"},"1581":{"id":"dwarfen-mountain-holds/unit/warrior","path":"dwarfen-mountain-holds/unit/warrior","title":"Dwarf Warriors","pathText":"dwarfen mountain holds unit warrior","type":"unit","body":"Dwarf Warrior Veteran Cost 8 Base Size 25 x 25 mm Unit Size 5+ Type Dwarf Warriors Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Shieldwall Options The entire unit may take any of the following: Great weapons (+1 point per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Veteran (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Veteran may purchase Weapon runes up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Purchase Standard runes up to a total of 50 points Optional Rules Drilled Veteran Dwarf Warriors Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Shieldwall Shieldwall Great Weapon Shield Veteran Veteran Weapon Runes Drilled Veteran Standard Runes Drilled Drilled Veteran Veteran"},"1582":{"id":"dwarfen-mountain-holds/weapon/blasting-charges","path":"dwarfen-mountain-holds/weapon/blasting-charges","title":"Blasting Charges","pathText":"dwarfen mountain holds weapon blasting charges","type":"rule","body":"Blasting Charges Armour Bane (1) Flaming Attacks Quick Shot Armour Bane (X) Flaming Attacks Quick Shot"},"1583":{"id":"dwarfen-mountain-holds/weapon/brace-of-drakefire-pistols","path":"dwarfen-mountain-holds/weapon/brace-of-drakefire-pistols","title":"Brace of Drakefire Pistols","pathText":"dwarfen mountain holds weapon brace of drakefire pistols","type":"rule","body":"Brace of Drakefire Pistols Ranged Armour Bane (2) Dwarf Crafted Flaming Attacks Multiple Shots (2) Quick Shot Brace of Drakefire Pistols Combat Extra Attacks (+1) Flaming Attacks Requires Two Hands Notes: A brace of drakefire pistols has two profiles, representing how the weapons are used in combat. Armour Bane (X) Dwarf Crafted Flaming Attacks Multiple Shots (X) Quick Shot Extra Attacks (+X) Flaming Attacks Requires Two Hands"},"1584":{"id":"dwarfen-mountain-holds/weapon/brimstone-gun","path":"dwarfen-mountain-holds/weapon/brimstone-gun","title":"Brimstone Gun","pathText":"dwarfen mountain holds weapon brimstone gun","type":"rule","body":"Brimstone Gun Dwarf Crafted Flaming Attacks Multiple Shots (D3+1) Quick Shot Dwarf Crafted Flaming Attacks Multiple Shots (X) Quick Shot"},"1585":{"id":"dwarfen-mountain-holds/weapon/cinderblast-bombs","path":"dwarfen-mountain-holds/weapon/cinderblast-bombs","title":"Cinderblast Bombs","pathText":"dwarfen mountain holds weapon cinderblast bombs","type":"rule","body":"Cinderblast Bombs Flaming Attacks Quick Shot Notes: A unit hit by a cinderblast bomb suffers D6+1 hits (rather than the usual one). Flaming Attacks Quick Shot"},"1586":{"id":"dwarfen-mountain-holds/weapon/clattergun","path":"dwarfen-mountain-holds/weapon/clattergun","title":"Clattergun","pathText":"dwarfen mountain holds weapon clattergun","type":"rule","body":"Clattergun Armour Bane (1) Dwarf Crafted Move & Shoot Multiple Shots (D6) Quick Shot Armour Bane (X) Dwarf Crafted Move & Shoot Multiple Shots (X) Quick Shot"},"1587":{"id":"dwarfen-mountain-holds/weapon/drakegun","path":"dwarfen-mountain-holds/weapon/drakegun","title":"Drakegun","pathText":"dwarfen mountain holds weapon drakegun","type":"rule","body":"Drakegun Armour Bane (2) Dwarf Crafted Flaming Attacks Quick Shot Armour Bane (X) Dwarf Crafted Flaming Attacks Quick Shot"},"1588":{"id":"dwarfen-mountain-holds/weapon/furnace-hammer","path":"dwarfen-mountain-holds/weapon/furnace-hammer","title":"Furnace Hammer","pathText":"dwarfen mountain holds weapon furnace hammer","type":"rule","body":"Furnace Hammer Flaming Attacks Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a 'Misfire' is rolled, Burlok loses a single Wound and makes no attacks this turn. Flaming Attacks"},"1589":{"id":"dwarfen-mountain-holds/weapon/goblin-hewer","path":"dwarfen-mountain-holds/weapon/goblin-hewer","title":"Goblin-Hewer","pathText":"dwarfen mountain holds weapon goblin hewer","type":"rule","body":"Goblin-Hewer Armour Bane (1) Cumbersome Move or Shoot Whirling Doom Notes: This weapon uses the Stone Thrower Misfire table. Armour Bane (X) Cumbersome Move or Shoot Whirling Doom Stone Thrower Misfire Table"},"1590":{"id":"dwarfen-mountain-holds/weapon/great-hammer","path":"dwarfen-mountain-holds/weapon/great-hammer","title":"Great Hammer","pathText":"dwarfen mountain holds weapon great hammer","type":"rule","body":"Great Hammer Armour Bane (2) Magical Attacks Requires Two Hands Armour Bane (X) Magical Attacks Requires Two Hands"},"1591":{"id":"dwarfen-mountain-holds/weapon/gromril-great-axe","path":"dwarfen-mountain-holds/weapon/gromril-great-axe","title":"Gromril Great Axe","pathText":"dwarfen mountain holds weapon gromril great axe","type":"rule","body":"Gromril Great Axe Requires Two Hands Strike Last Requires Two Hands Strike Last"},"1592":{"id":"dwarfen-mountain-holds/weapon/rivet-gun","path":"dwarfen-mountain-holds/weapon/rivet-gun","title":"Rivet Gun","pathText":"dwarfen mountain holds weapon rivet gun","type":"rule","body":"Rivet Gun Armour Bane (1) Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit. Armour Bane (X)"},"1593":{"id":"dwarfen-mountain-holds/weapon/steam-drill","path":"dwarfen-mountain-holds/weapon/steam-drill","title":"Steam Drill","pathText":"dwarfen mountain holds weapon steam drill","type":"rule","body":"Steam Drill Furious Charge Requires Two Hands Strike Last Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield. Furious Charge Requires Two Hands Strike Last"},"1594":{"id":"dwarfen-mountain-holds/weapon/steam-gun-dwarfs","path":"dwarfen-mountain-holds/weapon/steam-gun-dwarfs","title":"Steam Gun (Dwarfs)","pathText":"dwarfen mountain holds weapon steam gun dwarfs","type":"rule","body":"Steam Gun (Dwarfs) Breath Weapon Breath Weapon"},"1595":{"id":"dwarfen-mountain-holds/weapon/trollhammer-torpedo","path":"dwarfen-mountain-holds/weapon/trollhammer-torpedo","title":"Trollhammer Torpedo","pathText":"dwarfen mountain holds weapon trollhammer torpedo","type":"rule","body":"Trollhammer Torpedo Cumbersome Flaming Attacks Multiple Wounds (D3) Cumbersome Flaming Attacks Multiple Wounds (X)"},"1596":{"id":"empire-of-man/armylist/city-state-of-nuln","path":"empire-of-man/armylist/city-state-of-nuln","title":"City-state of Nuln","pathText":"empire of man armylist city state of nuln","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Empire of Man army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a City-state of Nuln army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 General of the Empire or Lector of Sigmar per 1,000 points Captains of the Empire, Master Mages, Witch Hunters, Priests of Sigmar and Empire Engineers 0-1 War Altar of Sigmar (taken as a mount for a Lector of Sigmar) Core At least 25% of your army's points value must be spent on: 1+ regiment of Nuln State Troops or Nuln Veteran State Troops 0-1 unit of Outriders per 1,000 points Free Company Militia and Empire Archers Special Up to 50% of your army's points value may be spent on: Empire Greatswords, Pistoliers, Outriders, Empire Knights and War Wagons 0-3 war machines chosen from the following list per 1,000 points: Great Cannon Mortar Rare Up to 25% of your army's points value may be spent on: Empire Road Wardens 0-2 war machines chosen from the following list per 1,000 points: Helblaster Volley Gun Helstorm Rocket Battery 0-1 Steam Tank per 1,000 points Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Prince Ulther's Dragon Company Imperial Ogres and Imperial Dwarf 0-2 Doomseekers per 1,000 points Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Captain of the Empire or Empire Engineer in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Empire of Man magic items lists. Forming Units Warhammer Armies General of the Empire Lector of Sigmar Captain of the Empire Master Mage Witch Hunter Priest of Sigmar Empire Engineer War Altar of Sigmar Lector of Sigmar Nuln State Troops Nuln Veteran State Troops Outriders Free Company Militia Empire Archers Empire Greatswords Pistoliers Outriders Empire Knights Empire War Wagon Great Cannon Mortar Empire Road Wardens Helblaster Volley Gun Helstorm Rocket Battery Empire Steam Tank Mercenaries (Warhammer Armies) Prince Ulther's Dragon Company Imperial Ogres Imperial Dwarf Mercenaries Doomseeker Mercenaries Misbehaving Mercenaries The Battle Standard"},"1597":{"id":"empire-of-man/armylist/grand-army","path":"empire-of-man/armylist/grand-army","title":"Empire of Man Army List","pathText":"empire of man armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Empire of Man. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 General of the Empire or Grand Master per 1,000 points 0-1 Lector of Sigmar or High Priest of Ulric per 1,000 points Captains of the Empire, Wizard Lords, Master Mages, Chapter Masters, Witch Hunters, Priests of Sigmar, Priests of Ulric and Empire Engineers 0-1 War Altar of Sigmar (taken as a mount for a Lector of Sigmar) 0-1 Harbinger of Doom includes one or more units of Flagellants Core At least 25% of your army's points value must be spent on: 0-1 unit of Veteran State Troops per 1,000 points State Troops, State Missile Troops, Free Company Militia, Empire Archers and Empire Knights Special Up to 50% of your army's points value may be spent on: 0-1 unit of Inner Circle Knights per 1,000 points Empire Greatswords, Pistoliers, Outriders and Demigryph Knights 0-1 unit of Teutogen Guard per Warrior Priest of Ulric 0-1 unit of Empire Road Wardens per 1,000 points 0-3 war machines chosen from the following list per 1,000 points: Great Cannon Mortar Rare Up to 25% of your army's points value may be spent on: Flagellants 0-1 war machine chosen from the following list per 1,000 points: Helblaster Volley Gun Helstorm Rocket Battery 0-1 Steam Tank per 1,000 points 0-1 War Wagon per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Prince Ulther's Dragon Company 0-3 Doomseekers 0-1 unit of Imperial Dwarf Mercenaries 0-1 unit of Imperial Ogres Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Empire of Man Army of Infamy composition list One of the following Grand Army composition lists: Dwarfen Mountain Holds Grand Cathay Kingdom of Bretonnia Wood Elf Realms (Suspicious) Battle Standard Bearer A single Captain of the Empire in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies General of the Empire Grand Master Lector of Sigmar High Priest of Ulric Captain of the Empire Wizard Lord Master Mage Chapter Master Witch Hunter Priest of Sigmar Priest of Ulric Empire Engineer War Altar of Sigmar Lector of Sigmar Harbinger of Doom Flagellants Veteran State Troops State Troops State Missile Troops Free Company Militia Empire Archers Empire Knights Inner Circle Knights Empire Greatswords Pistoliers Outriders Demigryph Knights Teutogen Guard Priest of Ulric Empire Road Wardens Great Cannon Mortar Flagellants Helblaster Volley Gun Helstorm Rocket Battery Empire Steam Tank Empire War Wagon Mercenaries (Warhammer Armies) Badlands Ogre Bulls Prince Ulther's Dragon Company Doomseeker Imperial Dwarf Mercenaries Imperial Ogres Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Dwarfen Mountain Holds Grand Cathay Army List Kingdom of Bretonnia Wood Elf Realms Suspicious Allied Contingents The Battle Standard"},"1598":{"id":"empire-of-man/armylist/knightly-order","path":"empire-of-man/armylist/knightly-order","title":"Knightly Order","pathText":"empire of man armylist knightly order","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Empire of Man army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Knightly Order army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Grand Master 1+ Chapter Master 0-1 Lector of Sigmar or High Priest of Ulric per 1,000 points Witch Hunters, Priests of Sigmar and Priests of Ulric 0-1 War Altar of Sigmar (taken as a mount for a Lector of Sigmar) Core At least 25% of your army's points value must be spent on: 0-1 unit of Inner Circle Knights may be taken as a Core choice 1+ unit of Empire Knights per 1,000 points Empire Archers Special Up to 50% of your army's points value may be spent on: Inner Circle Knights and Demigryph Knights 0-1 unit of Empire State Troops or State Missile Troops per 1,000 points Rare Up to 25% of your army's points value may be spent on: Pistoliers Battle Standard Bearer A single Chapter Master in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Empire of Man magic items lists. Forming Units Warhammer Armies Grand Master Chapter Master Lector of Sigmar High Priest of Ulric Witch Hunter Priest of Sigmar Priest of Ulric War Altar of Sigmar Lector of Sigmar Inner Circle Knights Empire Knights Empire Archers Inner Circle Knights Demigryph Knights State Troops State Missile Troops Pistoliers The Battle Standard"},"1599":{"id":"empire-of-man/faction","path":"empire-of-man/faction","title":"Empire of Man","pathText":"empire of man faction","type":"army","body":"Rules Special Rules \"Hold the Line!\" Big Guns Know No Fear Entrenched Position Master of Battle Ogre Charge Gun Limbers Suffer Not... Handgun Drill Prayers of Sigmar Nuln State Troops Prayers of Ulric Clouds of Soot & Smoke Veteran Outriders Master of Ballistics The Knightly Orders Fanatical Zeal Knights Panther Feel No Pain Knights of the White Wolf Inner Circle Knights of the Blazing Sun Holy Fervour Knights of Morr Knights of the Fiery Heart Symbol of Might Grand Master of the Knights Panther Witch Bane Grinding Wheels Skilled Duellist Mercenary Commander Steam Power Strategic Mastery Temperamental Prayer of the Damned Two Heads Zealot Blessings of Ulric Helblaster Guardians of the Temple Helstorm Crushing Weight Stable Firing Platform Assorted Weapons Weapons of War Blunderbuss Steam Cannon Wolf Hammer Light Cannon Steam Gun (Empire) Long Rifle Serrated Maw Helblaster Volley Gun Repeating Rifle Wicked Claws Ball & Chain Helstorm Rocket Battery Grenade Launching Blunderbuss Hooked Halberd Hochland Long Rifle Man-Catcher Pigeon Bombs Ogre Pistol Warhammer Armies Empire of Man Army List City-state of Nuln Knightly Order Narrative Battles The Battle of Stirhügel Hills Magic Items (and Abilities) Empire of Man Magic Items Knightly Orders of the Empire Units Named Character General Hans von Löwenhacke Harald Gemunsen Character Captain of the Empire Chapter Master Empire Engineer General of the Empire Grand Master Harbinger of Doom High Priest of Ulric Lector of Sigmar Master Mage Priest of Sigmar Priest of Ulric Witch Hunter Wizard Lord Mount Barded Warhorse Demigryph Empire Warhorse Pegasus Infantry Empire Archers Empire Greatswords Flagellants Free Company Militia Imperial Ogres Nuln State Missile Troops Nuln State Troops Nuln Swordsmen Nuln Veteran State Troops State Missile Troops State Troops Teutogen Guard Veteran State Troops Cavalry Demigryph Knights Empire Knights Empire Road Wardens Inner Circle Knights Outriders Pistoliers Chariot Empire Steam Tank Empire War Wagon War Altar of Sigmar Monster Griffon (Empire) Imperial Griffon War Machine Great Cannon Helblaster Volley Gun Helstorm Rocket Battery Mortar \"Hold the Line!\" Big Guns Know No Fear Entrenched Position Master of Battle Ogre Charge Gun Limbers Suffer Not... Handgun Drill Prayers of Sigmar Nuln State Troops Prayers of Ulric Clouds of Soot & Smoke Veteran Outriders Master of Ballistics The Knightly Orders Fanatical Zeal Knights Panther Feel No Pain Knights of the White Wolf Inner Circle Knights of the Blazing Sun Holy Fervour Knights of Morr Knights of the Fiery Heart Symbol of Might Grand Master of the Knights Panther Witch Bane Grinding Wheels Skilled Duellist Mercenary Commander Steam Power Strategic Mastery Temperamental Prayer of the Damned Two Heads Zealot Blessings of Ulric Helblaster Guardians of the Temple Helstorm Crushing Weight Stable Firing Platform Assorted Weapons Blunderbuss Steam Cannon Wolf Hammer Light Cannon Steam Gun (Empire) Long Rifle Serrated Maw Helblaster Volley Gun Repeating Rifle Wicked Claws Ball & Chain Helstorm Rocket Battery Grenade Launching Blunderbuss Hooked Halberd Hochland Long Rifle Man-Catcher Pigeon Bombs Ogre Pistol Empire of Man Army List City-state of Nuln Knightly Order The Battle of Stirhügel Hills Empire of Man Magic Items Knightly Orders of the Empire General Hans von Löwenhacke Harald Gemunsen Captain of the Empire Chapter Master Empire Engineer General of the Empire Grand Master Harbinger of Doom High Priest of Ulric Lector of Sigmar Master Mage Priest of Sigmar Priest of Ulric Witch Hunter Wizard Lord Barded Warhorse Demigryph Empire Warhorse Pegasus Empire Archers Empire Greatswords Flagellants Free Company Militia Imperial Ogres Nuln State Missile Troops Nuln State Troops Nuln Swordsmen Nuln Veteran State Troops State Missile Troops State Troops Teutogen Guard Veteran State Troops Demigryph Knights Empire Knights Empire Road Wardens Inner Circle Knights Outriders Pistoliers Empire Steam Tank Empire War Wagon War Altar of Sigmar Griffon (Empire) Imperial Griffon Great Cannon Helblaster Volley Gun Helstorm Rocket Battery Mortar"},"1600":{"id":"empire-of-man/magic-item-list/empire-of-man-magic-items","path":"empire-of-man/magic-item-list/empire-of-man-magic-items","title":"Empire of Man Magic Items","pathText":"empire of man magic item list empire of man magic items","type":"rule","body":"These magic items are unique to Empire of Man armies. These can be purchased by models within an Empire of Man army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Empire of Man Magic Items Armour of Fortune Armour of Tarnus Banner of Duty Banner of the Knights Panther Blade of Silvered Steel Book of Ashur Crystal Ball Dragon Bow Griffon Standard Hammer of Righteousness Icon of Morr Imperial Banner Jade Amulet* Laurels of Victory Mace of Helsturm Pearl Daggers Ring of Fortune Ring of Taal Runefang Shield of the Gorgon Shroud of Iron Slayer's Hourglass Squintsoffen's Marvellous Magnifier Sword of Justice Tapestry of Sigmar's Triumph The Banner of the Free State of Nuln The Gleaming Pennant The Silver Horn The White Cloak Tome of Midnight Twice-Blessed Armour Twin-Tailed Wand Von Trickschotte's Wondrous Arquebus Witch Hunter's Ward* Wizard's Familiar* Wizard's Staff* Armour of Fortune Armour of Tarnus Banner of Duty Banner of the Knights Panther Blade of Silvered Steel Book of Ashur Crystal Ball Dragon Bow Griffon Standard Hammer of Righteousness Icon of Morr Imperial Banner Jade Amulet* Laurels of Victory Mace of Helsturm Pearl Daggers Ring of Fortune Ring of Taal Runefang Shield of the Gorgon Shroud of Iron Slayer's Hourglass Squintsoffen's Marvellous Magnifier Sword of Justice Tapestry of Sigmar's Triumph The Banner of the Free State of Nuln The Gleaming Pennant The Silver Horn The White Cloak Tome of Midnight Twice-Blessed Armour Twin-Tailed Wand Von Trickschotte's Wondrous Arquebus Witch Hunter's Ward* Wizard's Familiar* Wizard's Staff*"},"1601":{"id":"empire-of-man/magic-item-list/knightly-orders-of-the-empire","path":"empire-of-man/magic-item-list/knightly-orders-of-the-empire","title":"Knightly Orders of the Empire","pathText":"empire of man magic item list knightly orders of the empire","type":"rule","body":"It is common practice amongst the Empires young nobles, especially those younger sons and daughters not destined to inherit their family's estates, to join a Knightly Order. Some of these orders, such as the sinister Black Guard of Morr or the fanatical Knights of the Fiery Heart, are affiliated with one of the Empire's many cults and restrict their membership accordingly. Others are entirely secular organisations that accept any supplicant of noble birth. To represent this, you may chose one of the following Knightly Orders to include in your Empire of Man army: 0-1 Grand Master or Chapter Master, and 0-1 unit of Empire Knights, Inner Circle Knights or Demigryph Knights in your army may be upgraded to belong to your chosen Knightly Order. Note that, if your army is made using the Knightly Order Army of Infamy composition list, this 0-1 limit does not apply. Instead, every unit that can belong to a Knightly Order must belong to the same Knightly Order as the army's General. Note also that any special rules granted by these upgrades do not apply to the models' mounts. Admittance to the Order A Grand Master or Chapter Master and a unit of Empire Knights, Inner Circle Knights or Demigryph Knights may belong to one of the following Knightly Orders: Grand Master or Chapter Master Unit of Empire Knights, Inner Circle Knights or Demigryph Knights Order of the Knights Panther +10 points +2 points per model Order of the White Wolf +15 points +3 points per model Order of the Blazing Sun +10 points +2 points per model Order of the Knights of Morr +15 points +3 points per model Order of the Fiery Hearts +15 points +3 points per model Knightly Orders of the Empire Order of the Blazing Sun Order of the Fiery Heart Order of the Knights Panther Order of the Knights of Morr Order of the White Wolf Grand Master Chapter Master Empire Knights Inner Circle Knights Demigryph Knights Order of the Blazing Sun Order of the Fiery Heart Order of the Knights Panther Order of the Knights of Morr Order of the White Wolf"},"1602":{"id":"empire-of-man/magic-item/armour-of-fortune","path":"empire-of-man/magic-item/armour-of-fortune","title":"Armour of Fortune","pathText":"empire of man magic item armour of fortune","type":"magic-item","body":"Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound. Heavy Armour Ward Saves Killing Blow Make Armour Saves (Combat) Regeneration (X+)"},"1603":{"id":"empire-of-man/magic-item/armour-of-tarnus","path":"empire-of-man/magic-item/armour-of-tarnus","title":"Armour of Tarnus","pathText":"empire of man magic item armour of tarnus","type":"magic-item","body":"This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered. Light Armour Ward Saves"},"1604":{"id":"empire-of-man/magic-item/banner-of-duty","path":"empire-of-man/magic-item/banner-of-duty","title":"Banner of Duty","pathText":"empire of man magic item banner of duty","type":"magic-item","body":"This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test. Rally Fleeing Units"},"1605":{"id":"empire-of-man/magic-item/banner-of-the-knights-panther","path":"empire-of-man/magic-item/banner-of-the-knights-panther","title":"Banner of the Knights Panther","pathText":"empire of man magic item banner of the knights panther","type":"magic-item","body":"The honour of bearing the heirloom banner of the Knights Panther into battle is known to only a few courageous individuals. Battle Standard Bearer belonging to the Order of the Knights Panther only. A unit carrying the Banner of the Knights Panther gains the Unbreakable special rule. The Battle Standard Order of the Knights Panther Unbreakable"},"1606":{"id":"empire-of-man/magic-item/beast-reaver","path":"empire-of-man/magic-item/beast-reaver","title":"Beast Reaver","pathText":"empire of man magic item beast reaver","type":"magic-item","body":"Beast Reaver Armour Bane (1) Killing Blow Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound. Armour Bane (X) Killing Blow Magical Attacks"},"1607":{"id":"empire-of-man/magic-item/blade-of-silvered-steel","path":"empire-of-man/magic-item/blade-of-silvered-steel","title":"Blade of Silvered Steel","pathText":"empire of man magic item blade of silvered steel","type":"magic-item","body":"Those who wield this blessed weapon will hunt the dead and the damned with unmatched zeal. Blade of Silvered Steel Hatred (Undead models) Magical Attacks Notes: The Blade of Silvered Steel may only be taken by a model in a Knightly Order Army of Infamy. Undead models cannot make Armour or Regeneration saves against a wound caused by this weapon. Hatred (X) Magical Attacks Knightly Order Make Armour Saves (Combat) Regeneration (X+)"},"1608":{"id":"empire-of-man/magic-item/book-of-ashur","path":"empire-of-man/magic-item/book-of-ashur","title":"Book of Ashur","pathText":"empire of man magic item book of ashur","type":"magic-item","body":"Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic... unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3\" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll. Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result"},"1609":{"id":"empire-of-man/magic-item/crystal-ball","path":"empire-of-man/magic-item/crystal-ball","title":"Crystal Ball","pathText":"empire of man magic item crystal ball","type":"magic-item","body":"Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball. Command Range"},"1610":{"id":"empire-of-man/magic-item/dragon-bow","path":"empire-of-man/magic-item/dragon-bow","title":"Dragon Bow","pathText":"empire of man magic item dragon bow","type":"magic-item","body":"A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. Dragon Bow Magical Attacks Multiple Wounds (2) Notes: Commanders of the Empire only. Magical Attacks Multiple Wounds (X)"},"1611":{"id":"empire-of-man/magic-item/griffon-standard","path":"empire-of-man/magic-item/griffon-standard","title":"Griffon Standard","pathText":"empire of man magic item griffon standard","type":"magic-item","body":"A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1. Rank Bonus"},"1612":{"id":"empire-of-man/magic-item/hammer-of-righteousness","path":"empire-of-man/magic-item/hammer-of-righteousness","title":"Hammer of Righteousness","pathText":"empire of man magic item hammer of righteousness","type":"magic-item","body":"This mighty hammer not only crushes flesh and bone but shatters evil with each swing. Hammer of Righteousness Magical Attacks Requires Two Hands Strike Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal. Magical Attacks Requires Two Hands Strike Last Leadership Tests Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"1613":{"id":"empire-of-man/magic-item/icon-of-morr","path":"empire-of-man/magic-item/icon-of-morr","title":"Icon of Morr","pathText":"empire of man magic item icon of morr","type":"magic-item","body":"The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Fear Terror"},"1614":{"id":"empire-of-man/magic-item/imperial-banner","path":"empire-of-man/magic-item/imperial-banner","title":"Imperial Banner","pathText":"empire of man magic item imperial banner","type":"magic-item","body":"This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result. Command Range Fear Panic Tests Terror"},"1615":{"id":"empire-of-man/magic-item/jade-amulet","path":"empire-of-man/magic-item/jade-amulet","title":"Jade Amulet*","pathText":"empire of man magic item jade amulet","type":"magic-item","body":"Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound. Killing Blow Make Armour Saves (Combat) Regeneration (X+)"},"1616":{"id":"empire-of-man/magic-item/judgement","path":"empire-of-man/magic-item/judgement","title":"Judgement","pathText":"empire of man magic item judgement","type":"magic-item","body":"Judgement Magical Attacks Multiple Wounds (2) Requires Two Hands Magical Attacks Multiple Wounds (X) Requires Two Hands"},"1617":{"id":"empire-of-man/magic-item/laurels-of-victory","path":"empire-of-man/magic-item/laurels-of-victory","title":"Laurels of Victory","pathText":"empire of man magic item laurels of victory","type":"magic-item","body":"Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1."},"1618":{"id":"empire-of-man/magic-item/mace-of-helsturm","path":"empire-of-man/magic-item/mace-of-helsturm","title":"Mace of Helsturm","pathText":"empire of man magic item mace of helsturm","type":"magic-item","body":"This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm's faith in Sigmar was strong enough to shatter the walls of a castle. Single-Handed: Mace of Helsturm Single-Handed Magical Attacks Double-Handed: Mace of Helsturm Double-Handed Magical Attacks Multiple Wounds (D6) Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic. Magical Attacks Magical Attacks Multiple Wounds (X) Requires Two Hands"},"1619":{"id":"empire-of-man/magic-item/order-of-the-blazing-sun","path":"empire-of-man/magic-item/order-of-the-blazing-sun","title":"Order of the Blazing Sun","pathText":"empire of man magic item order of the blazing sun","type":"magic-item","body":"The Knights of the Blazing Sun are vigilant students of war who strive for perfection on the battlefield. Models belonging to the Order of the Blazing Sun: Gain the Evasive and Flaming Attacks special rule. In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Blazing Sun: May claim an additional bonus of +1 combat result point when calculating its combat result during a turn in which it charges. This bonus is not cumulative. Evasive Flaming Attacks Grand Master Chapter Master Inner Circle Knights"},"1620":{"id":"empire-of-man/magic-item/order-of-the-fiery-heart","path":"empire-of-man/magic-item/order-of-the-fiery-heart","title":"Order of the Fiery Heart","pathText":"empire of man magic item order of the fiery heart","type":"magic-item","body":"These fanatical knights work closely with the Cult of Sigmar, earning a reputation as the shield of the Sigmarite faithful. Models belonging to the Order of the Fiery Heart: Can only be joined by a Grand Master or Chapter Master belonging to the Order of the Fiery Heart, a Lector of Sigmar or a Priest of Sigmar. Gain the Hatred (enemy Wizards, Orcs & Goblins) special rule. Have +1 Initiative during the first round of any combat. In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Fiery Heart: May re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. Grand Master Chapter Master Lector of Sigmar Priest of Sigmar Hatred (X) Inner Circle Knights The Combat Phase"},"1621":{"id":"empire-of-man/magic-item/order-of-the-knights-of-morr","path":"empire-of-man/magic-item/order-of-the-knights-of-morr","title":"Order of the Knights of Morr","pathText":"empire of man magic item order of the knights of morr","type":"magic-item","body":"Clad in jet-black armour, these dour warriors strive to protect the living from the ever-present threat of the undead. Models belonging to the Order of the Knights of Morr: Gain the Hatred (Undead models) special rule. Have a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Knights of Morr: Gains the Fear and Magical Attacks special rules. Hatred (X) Ward Saves Grand Master Chapter Master Inner Circle Knights Fear Magical Attacks"},"1622":{"id":"empire-of-man/magic-item/order-of-the-knights-panther","path":"empire-of-man/magic-item/order-of-the-knights-panther","title":"Order of the Knights Panther","pathText":"empire of man magic item order of the knights panther","type":"magic-item","body":"Dedicated to the eradication of Chaos and its corrupt followers, these gallant warriors are amongst the most powerful of the Knightly Orders. Models belonging to the Order of the Knights Panther: Must be armed with lances (note that models able to purchase magic weapons may do so as normal). May re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. Gain the Hatred (Warriors of Chaos, Beastmen Brayherds & Daemonic models) special rule. In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Knights Panther: Gains the Magic Resistance (-1) special rule. Lance Hatred (X) Grand Master Chapter Master Inner Circle Knights Magic Resistance (-X)"},"1623":{"id":"empire-of-man/magic-item/order-of-the-white-wolf","path":"empire-of-man/magic-item/order-of-the-white-wolf","title":"Order of the White Wolf","pathText":"empire of man magic item order of the white wolf","type":"magic-item","body":"The Knights of the White Wolf swing their infamous wolf hammers with primal savagery, shattering shields and skulls with each blow. Models belonging to the Order of the White Wolf: Must be equipped with either great weapons or halberds, which they may replace with wolf hammers for free (note that models able to purchase magic weapons may do so as normal). Gain the Furious Charge special rule. In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the White Wolf: Has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Great Weapon Halberd Wolf Hammer Furious Charge Grand Master Chapter Master Inner Circle Knights Ward Saves Flaming Attacks"},"1624":{"id":"empire-of-man/magic-item/pearl-daggers","path":"empire-of-man/magic-item/pearl-daggers","title":"Pearl Daggers","pathText":"empire of man magic item pearl daggers","type":"magic-item","body":"Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. Pearl Daggers Extra Attacks (+D3) Magical Attacks Requires Two Hands Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase. Extra Attacks (+X) Magical Attacks Requires Two Hands The Combat Phase"},"1625":{"id":"empire-of-man/magic-item/ring-of-fortune","path":"empire-of-man/magic-item/ring-of-fortune","title":"Ring of Fortune","pathText":"empire of man magic item ring of fortune","type":"magic-item","body":"Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase. The Combat Phase"},"1626":{"id":"empire-of-man/magic-item/ring-of-taal","path":"empire-of-man/magic-item/ring-of-taal","title":"Ring of Taal","pathText":"empire of man magic item ring of taal","type":"magic-item","body":"By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature's grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic as a Bound spell with a Power Level of 3. Oaken Shield Battle Magic Bound Spells"},"1627":{"id":"empire-of-man/magic-item/runefang","path":"empire-of-man/magic-item/runefang","title":"Runefang","pathText":"empire of man magic item runefang","type":"magic-item","body":"At the dawn of the Empire, a dozen magical blades were forged for Sigmar's chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. Runefang Magical Attacks Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target's Toughness. Magical Attacks Strike First"},"1628":{"id":"empire-of-man/magic-item/shield-of-the-gorgon","path":"empire-of-man/magic-item/shield-of-the-gorgon","title":"Shield of the Gorgon","pathText":"empire of man magic item shield of the gorgon","type":"magic-item","body":"This burnished shield harnesses the petrifying power of the monstrous gorgons that inhabit the deserts of Araby. The Shield of the Gorgon is a shield that may only be taken by a model in a Knightly Order Army of Infamy. In addition, whilst in base contact with the bearer, enemy models suffer a -1 modifier to their Attacks characteristic (to a minimum of 1). Knightly Order"},"1629":{"id":"empire-of-man/magic-item/shroud-of-iron","path":"empire-of-man/magic-item/shroud-of-iron","title":"Shroud of Iron","pathText":"empire of man magic item shroud of iron","type":"magic-item","body":"This strange device resembles a market trader's awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template. Ward Saves"},"1630":{"id":"empire-of-man/magic-item/slayers-hourglass","path":"empire-of-man/magic-item/slayers-hourglass","title":"Slayer's Hourglass","pathText":"empire of man magic item slayers hourglass","type":"magic-item","body":"As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is monster suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass. Monsters"},"1631":{"id":"empire-of-man/magic-item/squintsoffens-marvellous-magnifier","path":"empire-of-man/magic-item/squintsoffens-marvellous-magnifier","title":"Squintsoffen's Marvellous Magnifier","pathText":"empire of man magic item squintsoffens marvellous magnifier","type":"magic-item","body":"Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen's Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range. City-state of Nuln Firing at Long Range"},"1632":{"id":"empire-of-man/magic-item/sword-of-justice","path":"empire-of-man/magic-item/sword-of-justice","title":"Sword of Justice","pathText":"empire of man magic item sword of justice","type":"magic-item","body":"The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. Sword of Justice Armour Bane (1) Magical Attacks Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound. Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"1633":{"id":"empire-of-man/magic-item/tapestry-of-sigmars-triumph","path":"empire-of-man/magic-item/tapestry-of-sigmars-triumph","title":"Tapestry of Sigmar's Triumph","pathText":"empire of man magic item tapestry of sigmars triumph","type":"magic-item","body":"Depicting Sigmar's heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat."},"1634":{"id":"empire-of-man/magic-item/the-banner-of-the-free-state-of-nuln","path":"empire-of-man/magic-item/the-banner-of-the-free-state-of-nuln","title":"The Banner of the Free State of Nuln","pathText":"empire of man magic item the banner of the free state of nuln","type":"magic-item","body":"The City-state of Nuin has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule. City-state of Nuln Stubborn"},"1635":{"id":"empire-of-man/magic-item/the-gleaming-pennant","path":"empire-of-man/magic-item/the-gleaming-pennant","title":"The Gleaming Pennant","pathText":"empire of man magic item the gleaming pennant","type":"magic-item","body":"Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test. Leadership Tests Break Test"},"1636":{"id":"empire-of-man/magic-item/the-griffon-helm","path":"empire-of-man/magic-item/the-griffon-helm","title":"The Griffon Helm","pathText":"empire of man magic item the griffon helm","type":"magic-item","body":"Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck by a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound. Ward Saves Killing Blow Make Armour Saves (Combat) Regeneration (X+)"},"1637":{"id":"empire-of-man/magic-item/the-silver-horn","path":"empire-of-man/magic-item/the-silver-horn","title":"The Silver Horn","pathText":"empire of man magic item the silver horn","type":"magic-item","body":"The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule. Swiftstride"},"1638":{"id":"empire-of-man/magic-item/the-white-cloak","path":"empire-of-man/magic-item/the-white-cloak","title":"The White Cloak","pathText":"empire of man magic item the white cloak","type":"magic-item","body":"Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"1639":{"id":"empire-of-man/magic-item/tome-of-midnight","path":"empire-of-man/magic-item/tome-of-midnight","title":"Tome of Midnight","pathText":"empire of man magic item tome of midnight","type":"magic-item","body":"As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule. Casting Roll, Casting Result & Casting Value Daemonology Dark Magic Necromancy Levels of Wizardry Loner"},"1640":{"id":"empire-of-man/magic-item/twice-blessed-armour","path":"empire-of-man/magic-item/twice-blessed-armour","title":"Twice-Blessed Armour","pathText":"empire of man magic item twice blessed armour","type":"magic-item","body":"Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell with a Power Level of 2. Full Plate Armour Hammerhand Battle Magic Bound Spells"},"1641":{"id":"empire-of-man/magic-item/twin-tailed-wand","path":"empire-of-man/magic-item/twin-tailed-wand","title":"Twin-Tailed Wand","pathText":"empire of man magic item twin tailed wand","type":"magic-item","body":"Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Miscast Miscast Table Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"1642":{"id":"empire-of-man/magic-item/von-trickschottes-wondrous-arquebus","path":"empire-of-man/magic-item/von-trickschottes-wondrous-arquebus","title":"Von Trickschotte's Wondrous Arquebus","pathText":"empire of man magic item von trickschottes wondrous arquebus","type":"magic-item","body":"This huge weapon shoots large calibre rounds capable of shattering a Troll's skull with a single shot. Von Trickschotte's Wondrous Arquebus Armour Bane (1) Magical Attacks Multiple Wounds (D3) Notes: Von Trickschotte's Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range. Armour Bane (X) Magical Attacks Multiple Wounds (X) City-state of Nuln Firing at Long Range"},"1643":{"id":"empire-of-man/magic-item/witch-hunters-ward","path":"empire-of-man/magic-item/witch-hunters-ward","title":"Witch Hunter's Ward*","pathText":"empire of man magic item witch hunters ward","type":"magic-item","body":"The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll. Magic Resistance (-X) Make Armour Saves (Combat)"},"1644":{"id":"empire-of-man/magic-item/wizards-familiar","path":"empire-of-man/magic-item/wizards-familiar","title":"Wizard's Familiar*","pathText":"empire of man magic item wizards familiar","type":"magic-item","body":"Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard's Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Dispel Roll & Dispel Result"},"1645":{"id":"empire-of-man/magic-item/wizards-staff","path":"empire-of-man/magic-item/wizards-staff","title":"Wizard's Staff*","pathText":"empire of man magic item wizards staff","type":"magic-item","body":"Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. 0-1 per Wizard. The bearer of the Wizard's Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile. Casting Roll, Casting Result & Casting Value Assailment Magic Missiles"},"1646":{"id":"empire-of-man/rule/assorted-weapons","path":"empire-of-man/rule/assorted-weapons","title":"Assorted Weapons","pathText":"empire of man rule assorted weapons","type":"rule","body":"The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln's master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire' s numerous colleges. In addition to their hand weapons, each member of a War Wagon's crew is armed differently with each carrying one of the following six unique weapons: Blunderbuss Long rifle Repeating rifle Ball & chain Hooked halberd Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member's attacks they represent and where they are being directed. Blunderbuss Long Rifle Repeating Rifle Ball & Chain Hooked Halberd Man-Catcher The Shooting Phase The Combat Phase"},"1647":{"id":"empire-of-man/rule/big-guns-know-no-fear","path":"empire-of-man/rule/big-guns-know-no-fear","title":"Big Guns Know No Fear","pathText":"empire of man rule big guns know no fear","type":"rule","body":"Even the most fearsome of foes is quickly diminished in the presence of Nuln's untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range. City-state of Nuln Immune to Psychology Command Range"},"1648":{"id":"empire-of-man/rule/blessings-of-ulric","path":"empire-of-man/rule/blessings-of-ulric","title":"Blessings of Ulric","pathText":"empire of man rule blessings of ulric","type":"rule","body":"Members of the Teutogen Guard are fierce devotees of Ulric and carry wards blessed by his priests. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"1649":{"id":"empire-of-man/rule/clouds-of-soot-and-smoke","path":"empire-of-man/rule/clouds-of-soot-and-smoke","title":"Clouds of Soot & Smoke","pathText":"empire of man rule clouds of soot and smoke","type":"rule","body":"Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. Unless it is mounted, this model is considered to be behind full cover whilst it is within 3\" of a friendly unit whose troop type is war machine. Target Behind Full Cover War Machines"},"1650":{"id":"empire-of-man/rule/crushing-weight","path":"empire-of-man/rule/crushing-weight","title":"Crushing Weight","pathText":"empire of man rule crushing weight","type":"rule","body":"Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon's metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of - 1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain. Stomp Attacks (X) Armour Piercing Chariots Low Linear Obstacles Dangerous Terrain Impassable Terrain"},"1651":{"id":"empire-of-man/rule/entrenched-position","path":"empire-of-man/rule/entrenched-position","title":"Entrenched Position","pathText":"empire of man rule entrenched position","type":"rule","body":"Nuln's engineers like to see their war machines well protected by earthen ramparts. During deployment, you may 'Entrench' a single non-character model whose troop type is war machine for each Empire Engineer your army includes. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle. Should the war machine move for any reason (including making a Vanguard move), it is no longer Entrenched. War Machines Target Behind Partial Cover Low Linear Obstacles Vanguard"},"1652":{"id":"empire-of-man/rule/fanatical-zeal","path":"empire-of-man/rule/fanatical-zeal","title":"Fanatical Zeal","pathText":"empire of man rule fanatical zeal","type":"rule","body":"Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers. As a result, few are willing to fight amongst their ranks. A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar. However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit. Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar's priesthood. Unbreakable"},"1653":{"id":"empire-of-man/rule/feel-no-pain","path":"empire-of-man/rule/feel-no-pain","title":"Feel No Pain","pathText":"empire of man rule feel no pain","type":"rule","body":"Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy. A model with this special rule has: A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher. Ward Saves"},"1654":{"id":"empire-of-man/rule/grand-master-of-the-knights-panther","path":"empire-of-man/rule/grand-master-of-the-knights-panther","title":"Grand Master of the Knights Panther","pathText":"empire of man rule grand master of the knights panther","type":"rule","body":"Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther. Order of the Knights Panther"},"1655":{"id":"empire-of-man/rule/grinding-wheels","path":"empire-of-man/rule/grinding-wheels","title":"Grinding Wheels","pathText":"empire of man rule grinding wheels","type":"rule","body":"The armoured bulk of this massive construction weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a this model have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is behemoth – they are simply too large to be caught beneath the wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain. Stomp Attacks (X) Armour Piercing Behemoths Low Linear Obstacles Impassable Terrain"},"1656":{"id":"empire-of-man/rule/guardians-of-the-temple","path":"empire-of-man/rule/guardians-of-the-temple","title":"Guardians of the Temple","pathText":"empire of man rule guardians of the temple","type":"rule","body":"Those members of the Teutogen Guard selected to guard the innermost sanctums of the Temple of Ulric are counted amongst the most ferocious warriors in all the Old World. When engaged in combat, a model with this special rule may re-roll any rolls To Hit of a natural 1."},"1657":{"id":"empire-of-man/rule/gun-limbers","path":"empire-of-man/rule/gun-limbers","title":"Gun Limbers","pathText":"empire of man rule gun limbers","type":"rule","body":"Veteran gun crews can deploy their weapons from horse-drawn limbers with tremendous speed. 0-1 war machine per 1,000 points, chosen from the following list, may be given the Vanguard and Veteran special rules: Great Cannon (+5 points) Mortar (+5 points) Helblaster Volley Gun (+15 points) Helstorm Rocket Battery (+10 points) Vanguard Veteran Great Cannon Mortar Helblaster Volley Gun Helstorm Rocket Battery"},"1658":{"id":"empire-of-man/rule/handgun-drill","path":"empire-of-man/rule/handgun-drill","title":"Handgun Drill","pathText":"empire of man rule handgun drill","type":"rule","body":"The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank. City-state of Nuln"},"1659":{"id":"empire-of-man/rule/helblaster","path":"empire-of-man/rule/helblaster","title":"Helblaster","pathText":"empire of man rule helblaster","type":"rule","body":"When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers."},"1660":{"id":"empire-of-man/rule/helstorm","path":"empire-of-man/rule/helstorm","title":"Helstorm","pathText":"empire of man rule helstorm","type":"rule","body":"A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: If a 'Misfire' is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. If a 'Hit!' is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew's Ballistic Skill characteristic (to a minimum of zero). If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon."},"1661":{"id":"empire-of-man/rule/hold-the-line","path":"empire-of-man/rule/hold-the-line","title":"\"Hold the Line!\"","pathText":"empire of man rule hold the line","type":"rule","body":"To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make. Panic Tests"},"1662":{"id":"empire-of-man/rule/holy-fervour","path":"empire-of-man/rule/holy-fervour","title":"Holy Fervour","pathText":"empire of man rule holy fervour","type":"rule","body":"The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6\" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests. Fear Panic Tests"},"1663":{"id":"empire-of-man/rule/inner-circle","path":"empire-of-man/rule/inner-circle","title":"Inner Circle","pathText":"empire of man rule inner circle","type":"rule","body":"Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number. When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1."},"1664":{"id":"empire-of-man/rule/knights-of-morr","path":"empire-of-man/rule/knights-of-morr","title":"Knights of Morr","pathText":"empire of man rule knights of morr","type":"rule","body":"The grim visaged Knights of Morr protect the living and guard the gardens of the dead against the predations of evil forces. An army of the Knights of Morr may include Wizard Lords and Master Mages as Character choices. However, your army cannot include any Lectors of Sigmar, Priests of Sigmar, High Priests of Ulric or Priests of Ulric. Wizard Lord Master Mage Lector of Sigmar Priest of Sigmar High Priest of Ulric Priest of Ulric"},"1665":{"id":"empire-of-man/rule/knights-of-the-blazing-sun","path":"empire-of-man/rule/knights-of-the-blazing-sun","title":"Knights of the Blazing Sun","pathText":"empire of man rule knights of the blazing sun","type":"rule","body":"Templars of Myrmidia, the Knights of the Blazing Sun are sophisticated warriors, famed for their mastery of war. An army of the Knights of the Blazing Sun may include 0-2 Master Mages as Character choices per 1,000 points, and 0-1 Great Cannon or Mortar as a Special choice per 1,000 points. However, your army cannot include any Lectors of Sigmar or High Priests of Ulric. Master Mage Great Cannon Mortar Lector of Sigmar High Priest of Ulric"},"1666":{"id":"empire-of-man/rule/knights-of-the-fiery-heart","path":"empire-of-man/rule/knights-of-the-fiery-heart","title":"Knights of the Fiery Heart","pathText":"empire of man rule knights of the fiery heart","type":"rule","body":"The Templars of the Cult of Sigmar are zealous warriors and fanatical in their defence of the empire their patron founded. An army of the Knights of the Fiery Heart may include any number of units of Flagellants as Rare choices. However, your army cannot include any High Priests of Ulric or Priests of Ulric. Flagellants High Priest of Ulric Priest of Ulric"},"1667":{"id":"empire-of-man/rule/knights-of-the-white-wolf","path":"empire-of-man/rule/knights-of-the-white-wolf","title":"Knights of the White Wolf","pathText":"empire of man rule knights of the white wolf","type":"rule","body":"Devotees of Ulric, the Knights of the White Wolf are ferocious warriors who fight to defend the lands of Man. An army of the Knights of the White Wolf may include any number of units of Teutogen Guard as Special choices, and 0-1 unit of Free Company Militia as a Core choice per 1,000 points. However, your army cannot include any Lectors of Sigmar, Priests of Sigmar or Witch Hunters. Teutogen Guard Free Company Militia Lector of Sigmar Priest of Sigmar Witch Hunter"},"1668":{"id":"empire-of-man/rule/knights-panther","path":"empire-of-man/rule/knights-panther","title":"Knights Panther","pathText":"empire of man rule knights panther","type":"rule","body":"The Knights Panther work tirelessly to unify the divided lands of the Empire and rid the Old World of evil doers. An army of the Knights Panther may include 0-1 unit of Empire Knights or Inner Circle Knights belonging to the Order of the White Wolf as a Mercenary choice. This unit is not subject to the Misbehaving Mercenaries rules. Empire Knights Inner Circle Knights Order of the White Wolf Misbehaving Mercenaries"},"1669":{"id":"empire-of-man/rule/master-of-ballistics","path":"empire-of-man/rule/master-of-ballistics","title":"Master of Ballistics","pathText":"empire of man rule master of ballistics","type":"rule","body":"Learned veterans of the Empire's colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model's Ballistic Skill characteristic, or re-roll a single Artillery dice. Command Range"},"1670":{"id":"empire-of-man/rule/master-of-battle","path":"empire-of-man/rule/master-of-battle","title":"Master of Battle","pathText":"empire of man rule master of battle","type":"rule","body":"The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune To Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule. Immune to Psychology"},"1671":{"id":"empire-of-man/rule/mercenary-commander","path":"empire-of-man/rule/mercenary-commander","title":"Mercenary Commander","pathText":"empire of man rule mercenary commander","type":"rule","body":"Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army's General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the Misbehaving Mercenaries rules. The General (Characters) Mercenaries Inspiring Presence Misbehaving Mercenaries"},"1672":{"id":"empire-of-man/rule/nuln-state-troops","path":"empire-of-man/rule/nuln-state-troops","title":"Nuln State Troops","pathText":"empire of man rule nuln state troops","type":"rule","body":"The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State Troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list, accompanied by detachments of State Missile Troops: A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. Each unit of State Troops or Veteran State Troops must be equipped with halberds. Each detachment of State Missile Troops must be equipped with handguns. A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free. Nuln State Troops Nuln Veteran State Troops State Troops Veteran State Troops Empire of Man Army List State Missile Troops Nuln State Missile Troops Nuln Swordsmen Halberd Handgun"},"1673":{"id":"empire-of-man/rule/ogre-charge","path":"empire-of-man/rule/ogre-charge","title":"Ogre Charge","pathText":"empire of man rule ogre charge","type":"rule","body":"Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined). Armour Piercing Impact Hits (X) Rank Bonus"},"1674":{"id":"empire-of-man/rule/prayer-of-the-damned","path":"empire-of-man/rule/prayer-of-the-damned","title":"Prayer of the Damned","pathText":"empire of man rule prayer of the damned","type":"rule","body":"Driven even further into despair by the doom-laden words of the Prayer of the Damned, Flagellant warbands shrug off even the most grievous of wounds. During the Command sub-phase of their turn, this character may attempt to chant the Prayer of the Damned by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn Turn sub-phase, this character and any unit they have joined gains: A 6+ Ward save against any wounds suffered. A 5+ Ward save against any wounds suffered that were caused in combat by an enemy with the Fear or Terror special rules. Command Leadership Tests Start of Turn Ward Saves Fear Terror"},"1675":{"id":"empire-of-man/rule/prayers-of-sigmar","path":"empire-of-man/rule/prayers-of-sigmar","title":"Prayers of Sigmar","pathText":"empire of man rule prayers of sigmar","type":"rule","body":"The solemn hymns and chanted prayers of Sigmar's Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar's power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar's blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: Hammer of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. Shield of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model's Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn. Command Leadership Tests Start of Turn Command Range Ward Saves The Shooting Phase Armour Piercing Flaming Attacks Magical Attacks"},"1676":{"id":"empire-of-man/rule/prayers-of-ulric","path":"empire-of-man/rule/prayers-of-ulric","title":"Prayers of Ulric","pathText":"empire of man rule prayers of ulric","type":"rule","body":"The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings. During the Command sub-phase of their turn, this character may attempt to invoke Ulric's blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is infantry or cavalry. Winter's Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6. Wrath of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule. *Note that, if more than one friendly unit is within this model's Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn. Command Leadership Tests Start of Turn Command Range Infantry Cavalry The Combat Phase Multiple Wounds (X)"},"1677":{"id":"empire-of-man/rule/skilled-duellist","path":"empire-of-man/rule/skilled-duellist","title":"Skilled Duellist","pathText":"empire of man rule skilled duellist","type":"rule","body":"Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen's axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single round of combat."},"1678":{"id":"empire-of-man/rule/stable-firing-platform","path":"empire-of-man/rule/stable-firing-platform","title":"Stable Firing Platform","pathText":"empire of man rule stable firing platform","type":"rule","body":"Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn. The Shooting Phase Marching"},"1679":{"id":"empire-of-man/rule/steam-power","path":"empire-of-man/rule/steam-power","title":"Steam Power","pathText":"empire of man rule steam power","type":"rule","body":"Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a 'Steam Power' roll and add the result to the model's Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either. Marching"},"1680":{"id":"empire-of-man/rule/strategic-mastery","path":"empire-of-man/rule/strategic-mastery","title":"Strategic Mastery","pathText":"empire of man rule strategic mastery","type":"rule","body":"Hans has honed his craft on countless battlefields across the Old Word against all manner of foes, making him amongst the Empire's foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll."},"1681":{"id":"empire-of-man/rule/suffer-not","path":"empire-of-man/rule/suffer-not","title":"Suffer Not...","pathText":"empire of man rule suffer not","type":"rule","body":"Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following 'specialisms', chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules. Hatred (X) Magic Resistance (-X) Flaming Attacks Magical Attacks"},"1682":{"id":"empire-of-man/rule/symbol-of-might","path":"empire-of-man/rule/symbol-of-might","title":"Symbol of Might","pathText":"empire of man rule symbol of might","type":"rule","body":"The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8\" to 12\". Note that, if this model is your General, it has a Command range of 18\" as normal. Command Range"},"1683":{"id":"empire-of-man/rule/temperamental","path":"empire-of-man/rule/temperamental","title":"Temperamental","pathText":"empire of man rule temperamental","type":"rule","body":"The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn. Steam Power"},"1684":{"id":"empire-of-man/rule/the-knightly-orders","path":"empire-of-man/rule/the-knightly-orders","title":"The Knightly Orders","pathText":"empire of man rule the knightly orders","type":"rule","body":"Though they share many traits, the Knightly Orders of the Empire differ wildly in organisation and beliefs. The General of a Knightly Order Army of Infamy must be a Grand Master or a Chapter Master who must belong to one of the Knightly Orders. Every other Chapter Master and every unit of Empire Knights, Inner Circle Knights or Demigryph Knights must belong to the same Knightly Order as your General. Additional units may be allowed or restricted, depending upon which Knightly Order your army belongs to: Knights Panther Knights of the White Wolf Knights of the Blazing Sun Knights of Morr Knights of the Fiery Heart The General (Characters) Knightly Order Grand Master Knightly Order Knightly Orders of the Empire Empire Knights Inner Circle Knights Demigryph Knights Knights Panther Knights of the White Wolf Knights of the Blazing Sun Knights of Morr Knights of the Fiery Heart"},"1685":{"id":"empire-of-man/rule/two-heads","path":"empire-of-man/rule/two-heads","title":"Two Heads","pathText":"empire of man rule two heads","type":"rule","body":"Through careful and selective breeding, the menageries and zoos of the Empire have been able to produce young Griffons with not one, but two heads. An Imperial Griffon with Two Heads gains a +1 modifier to its Attacks characteristic."},"1686":{"id":"empire-of-man/rule/veteran-outriders","path":"empire-of-man/rule/veteran-outriders","title":"Veteran Outriders","pathText":"empire of man rule veteran outriders","type":"rule","body":"Nuln employs many veteran Outriders, accustomed to firing their weapons from the back of a galloping horse, to guard its borders. 0-1 unit of Outriders in a City-state of Nuln army may be designated 'Veteran Outriders'. Missile weapons wielded by Veteran Outriders are not subject to the Ponderous special rule. Outriders City-state of Nuln Ponderous"},"1687":{"id":"empire-of-man/rule/witch-bane","path":"empire-of-man/rule/witch-bane","title":"Witch Bane","pathText":"empire of man rule witch bane","type":"rule","body":"The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model's Command range (friend or foe) suffer a -2 modifier to their Casting rolls. Command Range Casting Roll, Casting Result & Casting Value"},"1688":{"id":"empire-of-man/rule/zealot","path":"empire-of-man/rule/zealot","title":"Zealot","pathText":"empire of man rule zealot","type":"rule","body":"Flagellant warbands welcome those fanatics who preach of the imminent apocalypse into their midst. A character with this special rule can only join a unit with the Fanatical Zeal special rule. Fanatical Zeal"},"1689":{"id":"empire-of-man/unit/archer","path":"empire-of-man/unit/archer","title":"Empire Archers","pathText":"empire of man unit archer","type":"unit","body":"Archer Marksman Cost 7 Base Size 25 x 25 mm Unit Size 5+ Type Empire Archers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons warbows Special Rules Detachment Move Through Cover Open Order Skirmishers Vanguard Options Any unit may upgrade one model to a Marksman (champion) (+5 points per unit) Any unit may: Have the Fire & Flee special rule (+1 point per model) Have the Scouts special rule (+1 point per model) Optional Rules Fire & Flee Scouts Empire Archers Regular Infantry Infantry Hand Weapon Hand Weapon Warbow Warbow Detachment Special Rules Detachment Special Rules Move Through Cover Move Through Cover Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Vanguard Vanguard Fire & Flee Scouts Fire & Flee Fire & Flee Scouts Scouts"},"1690":{"id":"empire-of-man/unit/barded-warhorse","path":"empire-of-man/unit/barded-warhorse","title":"Barded Warhorse","pathText":"empire of man unit barded warhorse","type":"unit","body":"Barded Warhorse Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride"},"1691":{"id":"empire-of-man/unit/captain-of-the-empire","path":"empire-of-man/unit/captain-of-the-empire","title":"Captain of the Empire","pathText":"empire of man unit captain of the empire","type":"unit","body":"Captain of the Empire Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Commanders Of The Empire Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules \"Hold the Line!\" Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) Handgun (+6 points) Longbow (+4 points) May take any of the following: Pistol (+5 points) Brace of pistols (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) Pegasus (+30 points) Demigryph (+50 points) Griffon (+130 points) A Captain of the Empire may purchase magic items up to a total of 50 points Commanders Of The Empire Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour \"Hold the Line!\" \"Hold the Line!\" Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Lance Handgun Longbow Pistol Brace of Pistols Shield Heavy Armour Full Plate Armour Barded Warhorse Empire Warhorse Pegasus Demigryph Griffon (Empire)"},"1692":{"id":"empire-of-man/unit/chapter-master","path":"empire-of-man/unit/chapter-master","title":"Chapter Master","pathText":"empire of man unit chapter master","type":"unit","body":"Chapter Master Cost 75 Base Size (as mount) Unit Size 1 Type Masters Of The Knightly Orders Troop Type Heavy Cavalry Troop Type Character Unit Category Cavalry Equipment Hand weapon heavy armour Special Rules Counter Charge First Charge Immune to Psychology Master of Battle Rallying Cry Stubborn Swiftstride Veteran Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (+4 points) May take a shield (+2 points) Must be mounted on one of the following: Barded Warhorse (+16 points) Pegasus (+30 points) Demigryph (+50 points) May replace heavy armour with full plate armour (+3 points) A Chapter Master may purchase magic items up to a total of 50 points Masters Of The Knightly Orders Heavy Cavalry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Counter Charge Counter Charge First Charge First Charge Immune to Psychology Immune to Psychology Master of Battle Master of Battle Rallying Cry Rallying Cry Stubborn Stubborn Swiftstride Swiftstride Veteran Veteran Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Barded Warhorse Pegasus Demigryph Heavy Armour Full Plate Armour"},"1693":{"id":"empire-of-man/unit/demigryph","path":"empire-of-man/unit/demigryph","title":"Demigryph","pathText":"empire of man unit demigryph","type":"unit","body":"Demigryph Cost Override +50 points Base Size 50 x 75 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Wicked claws barding Special Rules Counter Charge First Charge Fear Swiftstride Monstrous Cavalry Cavalry Wicked Claws Wicked Claws Barding Barding Counter Charge Counter Charge First Charge First Charge Fear Fear Swiftstride Swiftstride"},"1694":{"id":"empire-of-man/unit/demigryph-knight","path":"empire-of-man/unit/demigryph-knight","title":"Demigryph Knights","pathText":"empire of man unit demigryph knight","type":"unit","body":"Demigryph Knight Demigryph Preceptor Demigryph Cost 58 Base Size 50 x 75 mm Unit Size 2-12 Type Demigryph Knights Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Demigryph Knights: Hand weapons, heavy armour and shields Demigryph: Wicked claws and barding Special Rules Close Order Counter Charge First Charge Fear Swiftstride Options The entire unit must take one of the following: Halberds (Free) Lances (Free) Any unit may: Upgrade one model to a Demigryph Preceptor (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points Replace heavy armour with full plate armour (+5 points per model) A Demigryph Preceptor may purchase magic items up to a total of 50 points Demigryph Knights Monstrous Cavalry Cavalry Hand Weapon Heavy Armour Shield Wicked Claws Barding Close Order Close Order Counter Charge Counter Charge First Charge First Charge Fear Fear Swiftstride Swiftstride Halberd Lance Heavy Armour Full Plate Armour"},"1695":{"id":"empire-of-man/unit/empire-engineer","path":"empire-of-man/unit/empire-engineer","title":"Empire Engineer","pathText":"empire of man unit empire engineer","type":"unit","body":"Empire Engineer Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Engineers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Clouds of Soot & Smoke Master of Ballistics Options May take one of the following: Grenade launching blunderbuss (+10 points) Hochland long rifle (+10 points) Repeater handgun (+8 points) Repeater pistol (+8 points) May take pigeon bombs (+20 points) May take light armour (+3 points) May be mounted on a War Wagon (+140 points) May purchase magic items up to a total of 50 points Optional Rules Grenade Launching Blunderbuss Hochland Long Rifle Pigeon Bombs Engineers Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Clouds of Soot & Smoke Clouds of Soot & Smoke Master of Ballistics Master of Ballistics Grenade Launching Blunderbuss Hochland Long Rifle Repeater Handgun Repeater Pistol Pigeon Bombs Light Armour Empire War Wagon Grenade Launching Blunderbuss Grenade Launching Blunderbuss Hochland Long Rifle Hochland Long Rifle Pigeon Bombs Pigeon Bombs"},"1696":{"id":"empire-of-man/unit/empire-knight","path":"empire-of-man/unit/empire-knight","title":"Empire Knights","pathText":"empire of man unit empire knight","type":"unit","body":"Empire Knight Preceptor Barded Warhorse Cost 20 Base Size 30 x 60 mm Unit Size 4+ Type Empire Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Knights: Hand weapons, heavy armour and shields Barded Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Close Order Counter Charge First Charge Swiftstride Options The entire unit must take one of the following: Great weapons (+1 point per model) Lances (+1 point per model) Or: May replace shields with great weapons (Free) Any unit may: Upgrade one model to a Preceptor (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 25 points A Preceptor may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Stubborn special rule (+2 points per model) Optional Rules Drilled Stubborn Empire Knights Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Barding Close Order Close Order Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride Great Weapon Lance Shield Drilled Stubborn Drilled Drilled Stubborn Stubborn"},"1697":{"id":"empire-of-man/unit/empire-road-wardens","path":"empire-of-man/unit/empire-road-wardens","title":"Empire Road Wardens","pathText":"empire of man unit empire road wardens","type":"unit","body":"Road Warden Captain Warhorse Cost 18 Base Size 30 x 60 mm Unit Size 4+ Troop Type Light Cavalry Unit Category Cavalry Equipment Road Wardens: Hand weapons, crossbows and heavy armour Warhorses: Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Fire & Flee Open Order Skirmishers Swiftstride Vanguard Options The entire unit may replace crossbows with braces of pistols (+1 point per model) Any unit may: Upgrade one model to a Captain (champion) (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Have the Feigned Flight special rule (+2 points per model) A Captain may replace their crossbow with: Brace of pistols (+2 points) Repeater pistol (+2 points) Any unit may replace the Vanguard special rule with: Ambushers (+1 point per model) Scouts (+1 point per model) Optional Rules Feigned Flight Ambushers Scouts Guardians of the Imperial Highways: Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points. Light Cavalry Cavalry Hand Weapon Crossbow Heavy Armour Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Vanguard Vanguard Crossbow Brace of Pistols Feigned Flight Crossbow Brace of Pistols Repeater Pistol Vanguard Ambushers Scouts Feigned Flight Feigned Flight Ambushers Ambushers Scouts Scouts Empire of Man Army List"},"1698":{"id":"empire-of-man/unit/empire-war-wagon","path":"empire-of-man/unit/empire-war-wagon","title":"Empire War Wagon","pathText":"empire of man unit empire war wagon","type":"unit","body":"A War Wagon may be included in your army as a character's mount. If so, its points are added to that of its rider. War Wagon War Wagon Crew (x6) Barded Warhorse (x2) Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment War Wagon Crew: Hand weapons and assorted weapons Barded Warhorses: Iron-shod hooves (counts as a hand weapon) Special Rules Close Order Crushing Weight Impact Hits (D6+1, War Wagon only) Large Target Stable Firing Platform Stomp Attacks (D3+1) Engines of Destruction: Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points. Heavy Chariots Chariots Hand Weapon Assorted Weapons Hand Weapon Close Order Close Order Crushing Weight Crushing Weight Impact Hits (X) Impact Hits (X) Large Target Large Target Stable Firing Platform Stable Firing Platform Stomp Attacks (X) Stomp Attacks (X) Empire of Man Army List"},"1699":{"id":"empire-of-man/unit/empire-warhorse","path":"empire-of-man/unit/empire-warhorse","title":"Empire Warhorse","pathText":"empire of man unit empire warhorse","type":"unit","body":"Empire Warhorse Cost Override +12 points Base Size 30 x 60 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"1700":{"id":"empire-of-man/unit/flagellant","path":"empire-of-man/unit/flagellant","title":"Flagellants","pathText":"empire of man unit flagellant","type":"unit","body":"Flagellant Prophet of Doom Cost 13 Base Size 25 x 25 mm Unit Size 5+ Type Flagellants Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons flails Special Rules Close Order Fanatical Zeal Feel No Pain Furious Charge Immune to Psychology Impetuous Hatred (all enemies) Unbreakable Options Any unit may: Upgrade one model to a Prophet of Doom (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Flagellants Regular Infantry Infantry Hand Weapon Hand Weapon Flail Flail Close Order Close Order Fanatical Zeal Fanatical Zeal Feel No Pain Feel No Pain Furious Charge Furious Charge Immune to Psychology Immune to Psychology Impetuous Impetuous Hatred (X) Hatred (X) Unbreakable Unbreakable"},"1701":{"id":"empire-of-man/unit/free-company-militia","path":"empire-of-man/unit/free-company-militia","title":"Free Company Militia","pathText":"empire of man unit free company militia","type":"unit","body":"Militia Fighter Militia Leader Cost 6 Base Size 25 x 25 mm Unit Size 10+ (5+ if a detachment) Type Free Company Militia Troop Type Regular Infantry Unit Category Infantry Equipment Mixed weapons (counts as two hand weapons and throwing weapons) Special Rules Detachment Furious Charge Horde Impetuous Levies Open Order Warband Options Any unit may upgrade one model to a Militia Leader (champion) (+7 points per unit) Free Company Militia Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Throwing Weapons Detachment Special Rules Detachment Special Rules Furious Charge Furious Charge Horde Horde Impetuous Impetuous Levies Levies Open Order Formation Open Order Formation Warband Warband"},"1702":{"id":"empire-of-man/unit/general-hans-von-loewenhacke","path":"empire-of-man/unit/general-hans-von-loewenhacke","title":"General Hans von Löwenhacke","pathText":"empire of man unit general hans von loewenhacke","type":"unit","body":"General Hans von Löwenhacke is a General of the Empire. He may be included in any Empire of Man army made using any army composition list that includes this option. He must be fielded as presented here. General Hans von Löwenhacke Cost 190 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Equipment Hand weapon full plate armour Judgement the Griffon Helm Special Rules \"Hold the Line!\" Mercenary Commander Rallying Cry Strategic Mastery Stubborn Regular Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Judgement Judgement The Griffon Helm The Griffon Helm \"Hold the Line!\" \"Hold the Line!\" Mercenary Commander Mercenary Commander Rallying Cry Rallying Cry Strategic Mastery Strategic Mastery Stubborn Stubborn"},"1703":{"id":"empire-of-man/unit/general-of-the-empire","path":"empire-of-man/unit/general-of-the-empire","title":"General of the Empire","pathText":"empire of man unit general of the empire","type":"unit","body":"General of the Empire Cost 90 Base Size 25 x 25 mm Unit Size 1 Type Commanders Of The Empire Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules \"Hold the Line!\" Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) Handgun (+6 points) Longbow (+4 points) May take any of the following: Pistol (+5 points) Brace of pistols (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) Pegasus (+30 points) Demigryph (+50 points) Griffon (+130 points) Imperial Griffon (+160 points) A General of the Empire may purchase magic items up to a total of 100 points Commanders Of The Empire Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour \"Hold the Line!\" \"Hold the Line!\" Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Lance Handgun Longbow Pistol Brace of Pistols Shield Heavy Armour Full Plate Armour Barded Warhorse Empire Warhorse Pegasus Demigryph Griffon (Empire) Imperial Griffon"},"1704":{"id":"empire-of-man/unit/grand-master","path":"empire-of-man/unit/grand-master","title":"Grand Master","pathText":"empire of man unit grand master","type":"unit","body":"Grand Master Cost 145 Base Size (as mount) Unit Size 1 Type Masters Of The Knightly Orders Troop Type Heavy Cavalry Troop Type Character Unit Category Cavalry Equipment Hand weapon heavy armour Special Rules Counter Charge First Charge Immune to Psychology Master of Battle Rallying Cry Stubborn Swiftstride Veteran Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (+4 points) May take a shield (+2 points) Must be mounted on one of the following: Barded Warhorse (+16 points) Pegasus (+30 points) Demigryph (+50 points) May replace heavy armour with full plate armour (+3 points) A Grand Master may purchase magic items up to a total of 100 points Masters Of The Knightly Orders Heavy Cavalry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Counter Charge Counter Charge First Charge First Charge Immune to Psychology Immune to Psychology Master of Battle Master of Battle Rallying Cry Rallying Cry Stubborn Stubborn Swiftstride Swiftstride Veteran Veteran Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Barded Warhorse Pegasus Demigryph Heavy Armour Full Plate Armour"},"1705":{"id":"empire-of-man/unit/great-cannon","path":"empire-of-man/unit/great-cannon","title":"Great Cannon","pathText":"empire of man unit great cannon","type":"unit","body":"Great Cannon Gun Crew Cost 125 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Great Cannon Troop Type War Machine Unit Category War Machine Equipment Great cannon hand weapons Special Rules Skirmishers Options May have the Veteran special rule (+10 points) Optional Rules Veteran War Machines War Machines Cannon Cannon Hand Weapon Hand Weapon Skirmish Formation Skirmish Formation Veteran Veteran Veteran"},"1706":{"id":"empire-of-man/unit/greatsword","path":"empire-of-man/unit/greatsword","title":"Empire Greatswords","pathText":"empire of man unit greatsword","type":"unit","body":"Greatsword Count's Champion Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Empire Greatswords Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons great weapons full plate armour Special Rules Close Order Furious Charge Regimental Unit Stubborn Options Any unit may: Upgrade one model to a Count's Champion (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Count's Champion may purchase magic items up to a total of 50 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+2 points per model) Have the Veteran special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Drilled Veteran Empire Greatswords Regular Infantry Infantry Hand Weapon Hand Weapon Great Weapon Great Weapon Full Plate Armour Full Plate Armour Close Order Close Order Furious Charge Furious Charge Regimental Unit Regimental Unit Stubborn Stubborn Drilled Veteran Drilled Drilled Veteran Veteran"},"1707":{"id":"empire-of-man/unit/griffon-empire","path":"empire-of-man/unit/griffon-empire","title":"Griffon (Empire)","pathText":"empire of man unit griffon empire","type":"unit","body":"A Griffon may only be included in your army as a character's mount. Its points are added to that of its rider. Griffon Cost Override +130 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw griffonic pelt (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"1708":{"id":"empire-of-man/unit/harald-gemunsen","path":"empire-of-man/unit/harald-gemunsen","title":"Harald Gemunsen","pathText":"empire of man unit harald gemunsen","type":"unit","body":"Harald Gemunsen is a Grand Master. He may be included in any Empire of Man army made using any army composition list that includes this option. He must be field as presented here. Harald Gemunsen Barded Warhorse Cost 185 Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Troop Type Named Character Unit Category Cavalry Equipment Harald Gemunsen: Hand weapon, Beast Reaver and full plate armour Barded Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Counter Charge First Charge Grand Master of the Knights Panther Hatred (Warriors of Chaos, Beastmen Brayherds & Daemonic models) Immune to Psychology Magic Resistance (-1) Master of Battle Rallying Cry Skilled Duellist Stubborn Swiftstride Veteran Heavy Cavalry Named Characters (Warhammer Armies) Cavalry Hand Weapon Beast Reaver Full Plate Armour Hand Weapon Barding Counter Charge Counter Charge First Charge First Charge Grand Master of the Knights Panther Grand Master of the Knights Panther Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Magic Resistance (-X) Magic Resistance (-X) Master of Battle Master of Battle Rallying Cry Rallying Cry Skilled Duellist Skilled Duellist Stubborn Stubborn Swiftstride Swiftstride Veteran Veteran"},"1709":{"id":"empire-of-man/unit/harbinger-of-doom","path":"empire-of-man/unit/harbinger-of-doom","title":"Harbinger of Doom","pathText":"empire of man unit harbinger of doom","type":"unit","body":"Harbinger of Doom Cost 65 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Feel No Pain Furious Charge Immune to Psychology Impetuous Hatred (all enemies) Prayer of the Damned Unbreakable Zealot Options May take one of the following: Flail (+3 points) Great weapon (+4 points) May purchase magic items up to a total of 50 points Preachers of Doom: Any Empire of Man army that includes one or more units of Flagellants may include 0-1 Harbinger of Doom as a Character choice. Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Feel No Pain Feel No Pain Furious Charge Furious Charge Immune to Psychology Immune to Psychology Impetuous Impetuous Hatred (X) Hatred (X) Prayer of the Damned Prayer of the Damned Unbreakable Unbreakable Zealot Zealot Flail Great Weapon Flagellants"},"1710":{"id":"empire-of-man/unit/helblaster-volley-gun","path":"empire-of-man/unit/helblaster-volley-gun","title":"Helblaster Volley Gun","pathText":"empire of man unit helblaster volley gun","type":"unit","body":"Helblaster Volley Gun Gun Crew Cost 120 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Helblaster Volley Guns Troop Type War Machine Unit Category War Machine Equipment Helblaster Volley Gun hand weapons Special Rules Skirmishers Helblaster Volley Guns War Machines War Machines Helblaster Volley Gun Helblaster Volley Gun Hand Weapon Hand Weapon Skirmish Formation Skirmish Formation"},"1711":{"id":"empire-of-man/unit/helstorm-rocket-battery","path":"empire-of-man/unit/helstorm-rocket-battery","title":"Helstorm Rocket Battery","pathText":"empire of man unit helstorm rocket battery","type":"unit","body":"Helstorm Rocket Battery Gun Crew Cost 125 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Helstorm Rocket Batteries Troop Type War Machine Unit Category War Machine Equipment Helstorm Rocket Battery hand weapons Special Rules Skirmishers Helstorm Rocket Batteries War Machines War Machines Helstorm Rocket Battery Helstorm Rocket Battery Hand Weapon Hand Weapon Skirmish Formation Skirmish Formation"},"1712":{"id":"empire-of-man/unit/high-priest-of-ulric","path":"empire-of-man/unit/high-priest-of-ulric","title":"High Priest of Ulric","pathText":"empire of man unit high priest of ulric","type":"unit","body":"High Priest of Ulric Cost 110 Base Size 25 x 25 mm Unit Size 1 Type Warrior Priests Of Ulric Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Magical Attacks Magic Resistance (-1) Prayers of Ulric Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) A High Priest of Ulric may purchase magic items up to a total of 100 points Warrior Priests Of Ulric Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Prayers of Ulric Prayers of Ulric Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Light Armour Heavy Armour Barded Warhorse Empire Warhorse"},"1713":{"id":"empire-of-man/unit/imperial-griffon","path":"empire-of-man/unit/imperial-griffon","title":"Imperial Griffon","pathText":"empire of man unit imperial griffon","type":"unit","body":"An Imperial Griffon may only be included in your army as a character's mount. Its points are added to that of its rider. Imperial Griffon Cost Override +160 points Base Size 60 x 100 mm Unit Size 1 Type Griffons Troop Type Behemoth Unit Category Monster Equipment Wicked claws serrated maw griffonic pelt (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3+1) Swiftstride Terror Options An Imperial Griffon may have Two Heads (+20 points) Optional Rules Two Heads Griffons Behemoths Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Two Heads Two Heads"},"1714":{"id":"empire-of-man/unit/imperial-ogres","path":"empire-of-man/unit/imperial-ogres","title":"Imperial Ogres","pathText":"empire of man unit imperial ogres","type":"unit","body":"Imperial Ogre Ogre Captain Cost 29 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Armour Bane (1) Close Order Fear Impact Hits (1) Mercenaries Motley Crew Ogre Charge Options Any model in the unit may take one of the following: Great weapon (+4 points per model) Morning star (+2 points per model) Light cannon (+8 points per model) Ogre pistol (+5 points per model) Any unit may: Upgrade one model to an Ogre Captain (champion) (+7 points per unit) Replace light armour with heavy armour (+3 points per model) Optional Rules Light Cannon Ogre Pistol Dogs of War: 0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: Dwarfen Mountain Holds Empire of Man Monstrous Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Mercenaries Mercenaries Motley Crew Motley Crew Ogre Charge Ogre Charge Great Weapon Morning Star Light Cannon Ogre Pistol Light Armour Heavy Armour Light Cannon Light Cannon Ogre Pistol Ogre Pistol Dwarfen Mountain Holds Army List Empire of Man Army List"},"1715":{"id":"empire-of-man/unit/inner-circle-knight","path":"empire-of-man/unit/inner-circle-knight","title":"Inner Circle Knights","pathText":"empire of man unit inner circle knight","type":"unit","body":"Inner Circle Knight Inner Circle Preceptor Barded Warhorse Cost 28 Base Size 30 x 60 mm Unit Size 4+ Type Inner Circle Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Inner Circle Knights: Hand weapons, full plate armour and shields Barded Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Close Order Counter Charge Drilled First Charge Inner Circle Swiftstride Veteran Options The entire unit must take one of the following: Great weapons (+1 point per model) Lances (+1 point per model) Or: May replace shields with great weapons (Free) Any unit may: Upgrade one model to a Inner Circle Preceptor (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Stubborn special rule (+2 points per model) Purchase a magic standard worth up to 50 points A Inner Circle Preceptor may purchase magic items up to a total of 50 points Optional Rules Stubborn Inner Circle Knights Heavy Cavalry Cavalry Hand Weapon Full Plate Armour Shield Hand Weapon Barding Close Order Close Order Counter Charge Counter Charge Drilled Drilled First Charge First Charge Inner Circle Inner Circle Swiftstride Swiftstride Veteran Veteran Great Weapon Lance Shield Inner Circle Stubborn Inner Circle Stubborn Stubborn"},"1716":{"id":"empire-of-man/unit/lector-of-sigmar","path":"empire-of-man/unit/lector-of-sigmar","title":"Lector of Sigmar","pathText":"empire of man unit lector of sigmar","type":"unit","body":"Lector of Sigmar Cost 110 Base Size 25 x 25 mm Unit Size 1 Type Warrior Priests Of Sigmar Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Magical Attacks Magic Resistance (-1) Prayers of Sigmar Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) 0-1 War Altar of Sigmar (+135 points) A Lector of Sigmar may purchase magic items up to a total of 100 points Warrior Priests Of Sigmar Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Prayers of Sigmar Prayers of Sigmar Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Light Armour Heavy Armour Barded Warhorse Empire Warhorse War Altar of Sigmar"},"1717":{"id":"empire-of-man/unit/master-mage","path":"empire-of-man/unit/master-mage","title":"Master Mage","pathText":"empire of man unit master mage","type":"unit","body":"Master Mage Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Empire Wizards Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Magical Attacks Magic Resistance (-1) Options May be mounted: Empire Warhorse (+12 points) Pegasus (+30 points) A Master Mage may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Empire Wizards Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Necromancy Hand Weapon Hand Weapon Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Empire Warhorse Pegasus"},"1718":{"id":"empire-of-man/unit/mortar","path":"empire-of-man/unit/mortar","title":"Mortar","pathText":"empire of man unit mortar","type":"unit","body":"Mortar Gun Crew Cost 95 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Mortars Troop Type War Machine Unit Category War Machine Equipment Mortar hand weapons Special Rules Skirmishers Options May have the Veteran special rule (+10 points) Optional Rules Veteran Mortars War Machines War Machines Mortars Mortars Hand Weapon Hand Weapon Skirmish Formation Skirmish Formation Veteran Veteran Veteran"},"1719":{"id":"empire-of-man/unit/nuln-state-missile-troops","path":"empire-of-man/unit/nuln-state-missile-troops","title":"Nuln State Missile Troops","pathText":"empire of man unit nuln state missile troops","type":"unit","body":"State Missile Trooper Sergeant Cost 8 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons and handguns Special Rules Close Order Detachment Nuln State Troops Options The entire unit may take light armour (+1 point per model) May upgrade one model to a Sergeant (champion) (free) A Sergeant may replace their handgun with: Brace of pistols (+5 points) Hochland long rifle (+8 points) Repeater handgun (+5 points) 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 25 points Optional Rules Drilled Regular Infantry Infantry Hand Weapon Handgun Close Order Close Order Detachment Special Rules Detachment Special Rules Nuln State Troops Nuln State Troops Light Armour Brace of Pistols Hochland Long Rifle Repeater Handgun Drilled Drilled Drilled"},"1720":{"id":"empire-of-man/unit/nuln-state-troops","path":"empire-of-man/unit/nuln-state-troops","title":"Nuln State Troops","pathText":"empire of man unit nuln state troops","type":"unit","body":"State Trooper Sergeant Cost 5 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons halberds light armour Special Rules Close Order Horde Nuln State Troops Regimental Unit Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Sergeant (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Halberd Halberd Light Armour Light Armour Close Order Close Order Horde Horde Nuln State Troops Nuln State Troops Regimental Unit Regimental Unit Shield"},"1721":{"id":"empire-of-man/unit/nuln-swordsmen","path":"empire-of-man/unit/nuln-swordsmen","title":"Nuln Swordsmen","pathText":"empire of man unit nuln swordsmen","type":"unit","body":"Swordsman Sergeant Cost 6 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons, light armour and shields Special Rules Close Order Detachment Horde Nuln State Troops Options May upgrade one model to a Sergeant (champion) (free) Regular Infantry Infantry Hand Weapon Light Armour Shield Close Order Close Order Detachment Special Rules Detachment Special Rules Horde Horde Nuln State Troops Nuln State Troops"},"1722":{"id":"empire-of-man/unit/nuln-veteran-state-troops","path":"empire-of-man/unit/nuln-veteran-state-troops","title":"Nuln Veteran State Troops","pathText":"empire of man unit nuln veteran state troops","type":"unit","body":"Veteran State Trooper Veteran Sergeant Cost 7 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons halberds light armour Special Rules Close Order Horde Nuln State Troops Regimental Unit Veteran Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Sergeant (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Veteran State Troops may: Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 50 points A Veteran Sergeant may purchase magic items up to a total of 25 points Optional Rules Drilled Regular Infantry Infantry Hand Weapon Hand Weapon Halberd Halberd Light Armour Light Armour Close Order Close Order Horde Horde Nuln State Troops Nuln State Troops Regimental Unit Regimental Unit Veteran Veteran Shield Veteran Drilled Veteran Drilled Drilled"},"1723":{"id":"empire-of-man/unit/outrider","path":"empire-of-man/unit/outrider","title":"Outriders","pathText":"empire of man unit outrider","type":"unit","body":"Outrider Sharpshooter Empire Warhorse Cost 19 Base Size 30 x 60 mm Unit Size 4+ Type Outriders Troop Type Light Cavalry Unit Category Cavalry Equipment Outriders: Hand weapons, pistols, repeater handguns and heavy armour Empire Warhorse: Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Fire & Flee Open Order Skirmishers Swiftstride Vanguard Options Any unit may: Upgrade one model to a Sharpshooter (champion) (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Sharpshooter may replace their repeater handgun with: Brace of pistols (Free) Grenade launching blunderbuss (+10 points) Repeater pistol (Free) Optional Rules Grenade Launching Blunderbuss Outriders Light Cavalry Cavalry Hand Weapon Pistol Repeater Handgun Heavy Armour Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Vanguard Vanguard Brace of Pistols Grenade Launching Blunderbuss Repeater Pistol Grenade Launching Blunderbuss Grenade Launching Blunderbuss"},"1724":{"id":"empire-of-man/unit/pegasus","path":"empire-of-man/unit/pegasus","title":"Pegasus","pathText":"empire of man unit pegasus","type":"unit","body":"Pegasus Cost Override +30 points Base Size 40 x 60 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) Special Rules Counter Charge First Charge Fly (10) Swiftstride Note that, unlike most Skirmishers, this model does not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc. Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Counter Charge Counter Charge First Charge First Charge Fly (X) Fly (X) Swiftstride Swiftstride"},"1725":{"id":"empire-of-man/unit/pistolier","path":"empire-of-man/unit/pistolier","title":"Pistoliers","pathText":"empire of man unit pistolier","type":"unit","body":"Pistolier Veteran Empire Warhorse Cost 15 Base Size 30 x 60 mm Unit Size 5+ Type Pistoliers Troop Type Light Cavalry Unit Category Cavalry Equipment Pistoliers: Hand weapons, brace of pistols and heavy armour Empire Warhorse: Iron-shod hooves (counts as a hand weapon) Special Rules Counter Charge Fast Cavalry Fire & Flee Impetuous Open Order Skirmishers Swiftstride Options Any unit may: Upgrade one model to a Veteran (champion) (+8 points per unit) Upgrade one model to a musician (+6 points per unit) A Veteran may replace their brace of pistols with: Grenade launching blunderbuss (+5 points) Repeater handgun (+5 points) Repeater pistol (Free) 0-1 unit per 1,000 points may have the Vanguard special rule (+2 points per model) Optional Rules Grenade Launching Blunderbuss Pistoliers Light Cavalry Cavalry Hand Weapon Brace of Pistols Heavy Armour Hand Weapon Counter Charge Counter Charge Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Impetuous Impetuous Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Veteran Veteran Grenade Launching Blunderbuss Repeater Handgun Repeater Pistol Vanguard Grenade Launching Blunderbuss"},"1726":{"id":"empire-of-man/unit/priest-of-sigmar","path":"empire-of-man/unit/priest-of-sigmar","title":"Priest of Sigmar","pathText":"empire of man unit priest of sigmar","type":"unit","body":"Priest of Sigmar Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Warrior Priests Of Sigmar Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Magical Attacks Magic Resistance (-1) Prayers of Sigmar Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) A Priest of Sigmar may purchase magic items up to a total of 50 points Warrior Priests Of Sigmar Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Prayers of Sigmar Prayers of Sigmar Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Light Armour Heavy Armour Barded Warhorse Empire Warhorse"},"1727":{"id":"empire-of-man/unit/priest-of-ulric","path":"empire-of-man/unit/priest-of-ulric","title":"Priest of Ulric","pathText":"empire of man unit priest of ulric","type":"unit","body":"Priest of Ulric Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Warrior Priests Of Ulric Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Magical Attacks Magic Resistance (-1) Prayers of Ulric Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) May be mounted: Barded Warhorse (+16 points) Empire Warhorse (+12 points) A Priest of Ulric may purchase magic items up to a total of 50 points Warrior Priests Of Ulric Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Prayers of Ulric Prayers of Ulric Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Light Armour Heavy Armour Barded Warhorse Empire Warhorse"},"1728":{"id":"empire-of-man/unit/state-missile-troops","path":"empire-of-man/unit/state-missile-troops","title":"State Missile Troops","pathText":"empire of man unit state missile troops","type":"unit","body":"State Missile Trooper Sergeant Cost 7 Base Size 25 x 25 mm Unit Size 10+ (5+ if a detachment) Type State Missile Troops Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons crossbows Special Rules Close Order Detachment Regimental Unit Options The entire unit may replace crossbows with handguns (+1 point per model) The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Sergeant (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Sergeant may replace their crossbow or handgun with: Brace of pistols (+5 points) Hochland long rifle (+8 points) Repeater handgun (+5 points) 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 25 points Optional Rules Drilled State Missile Troops Regular Infantry Infantry Hand Weapon Hand Weapon Crossbow Crossbow Close Order Close Order Detachment Special Rules Detachment Special Rules Regimental Unit Regimental Unit Crossbow Handgun Light Armour Brace of Pistols Hochland Long Rifle Repeater Handgun Drilled Drilled Drilled"},"1729":{"id":"empire-of-man/unit/state-troops","path":"empire-of-man/unit/state-troops","title":"State Troops","pathText":"empire of man unit state troops","type":"unit","body":"State Trooper Sergeant Cost 5 Base Size 25 x 25 mm Unit Size 10+ (5+ if a detachment) Type Empire State Troops Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Detachment Horde Regimental Unit Options The entire unit may take one of the following: Halberds (+1 point per model) Thrusting spears (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Sergeant (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Empire State Troops Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Horde Horde Regimental Unit Regimental Unit Halberd Thrusting Spear Shield"},"1730":{"id":"empire-of-man/unit/steam-tank","path":"empire-of-man/unit/steam-tank","title":"Empire Steam Tank","pathText":"empire of man unit steam tank","type":"unit","body":"Steam Tank Engineer Commander (x1) Cost 265 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Type Empire Steam Tanks Troop Type Heavy Chariot Unit Category Chariot Equipment Steam Tank: Steam Cannon and steam gun Engineer Commander: Hand weapon Special Rules Close Order Grinding Wheels Immune to Psychology Impact Hits (D6+1) Large Target Steam Power Stomp Attacks (D3+1) Temperamental Terror Unbreakable Options The Engineer Commander may take: Hochland long rifle (+10 points) Pigeon bombs (+20 points) Repeater pistol (+8 points) Optional Rules Hochland Long Rifle Pigeon Bombs Empire Steam Tanks Heavy Chariots Chariots Steam Cannon Steam Gun (Empire) Hand Weapon Close Order Close Order Grinding Wheels Grinding Wheels Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Steam Power Steam Power Stomp Attacks (X) Stomp Attacks (X) Temperamental Temperamental Terror Terror Unbreakable Unbreakable Hochland Long Rifle Pigeon Bombs Repeater Pistol Hochland Long Rifle Hochland Long Rifle Pigeon Bombs Pigeon Bombs"},"1731":{"id":"empire-of-man/unit/teutogen-guard","path":"empire-of-man/unit/teutogen-guard","title":"Teutogen Guard","pathText":"empire of man unit teutogen guard","type":"unit","body":"Teutogen Guard First Knight Cost 13 Base Size 25 x 25 mm Unit Size 5+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons wolf hammers full plate armour Special Rules Blessings of Ulric Close Order Drilled Stubborn Veteran Options Any unit may: Upgrade one model to a First Knight (champion) (+8 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points 0-1 unit may have the Guardians of the Temple special rule (+1 point per model) Optional Rules Guardians of the Temple Guardians of the Wolf Priests: Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Teutogen Guard as a Special choice per Warrior Priest of Ulric it includes. Heavy Infantry Infantry Hand Weapon Hand Weapon Wolf Hammer Wolf Hammer Full Plate Armour Full Plate Armour Blessings of Ulric Blessings of Ulric Close Order Close Order Drilled Drilled Stubborn Stubborn Veteran Veteran Guardians of the Temple Guardians of the Temple Empire of Man Army List"},"1732":{"id":"empire-of-man/unit/veteran-state-troops","path":"empire-of-man/unit/veteran-state-troops","title":"Veteran State Troops","pathText":"empire of man unit veteran state troops","type":"unit","body":"Veteran State Trooper Veteran Sergeant Cost 7 Base Size 25 x 25 mm Unit Size 10+ (5+ if a detachment) Type Empire State Troops Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Detachment Horde Regimental Unit Veteran Options The entire unit may take one of the following: Halberds (+1 point per model) Thrusting spears (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Sergeant (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Veteran State Troops may: Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 50 points A Veteran Sergeant may purchase magic items up to a total of 25 points Optional Rules Drilled Empire State Troops Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Horde Horde Regimental Unit Regimental Unit Veteran Veteran Halberd Thrusting Spear Shield Veteran Drilled Veteran Drilled Drilled"},"1733":{"id":"empire-of-man/unit/war-altar","path":"empire-of-man/unit/war-altar","title":"War Altar of Sigmar","pathText":"empire of man unit war altar","type":"unit","body":"A War Altar may only be included in your army as a character's mount. Its points are added to that of its rider. War Altar Barded Warhorse (x2) Cost 135 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type War Altar Of Sigmar Troop Type Heavy Chariot Unit Category Chariot Equipment Warhorses: Iron-shod hooves (counts as a hand weapon) Special Rules Close Order First Charge Holy Fervour Impact Hits (D6+1) Large Target Magic Resistance (-2) Stubborn Symbol of Might Terror Witch Bane Heavy Chariots Chariots Hand Weapon Close Order Close Order First Charge First Charge Holy Fervour Holy Fervour Impact Hits (X) Impact Hits (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Stubborn Stubborn Symbol of Might Symbol of Might Terror Terror Witch Bane Witch Bane"},"1734":{"id":"empire-of-man/unit/witch-hunter","path":"empire-of-man/unit/witch-hunter","title":"Witch Hunter","pathText":"empire of man unit witch hunter","type":"unit","body":"Witch Hunter Cost 55 Base Size 25 x 25 mm Unit Size 1 Type Witch Hunters Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Immune to Psychology Killing Blow Suffer Not... Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take one of the following: Crossbow (+6 points) Handgun (+6 points) May take one of the following: Pistol (+5 points) Brace of pistols (+10 points) May be mounted: Empire Warhorse (+12 points) Pegasus (+30 points) May purchase magic items up to a total of 50 points Witch Hunters Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Immune to Psychology Immune to Psychology Killing Blow Killing Blow Suffer Not... Suffer Not... Two Hand Weapons/Additional Hand Weapon Great Weapon Crossbow Handgun Pistol Brace of Pistols Empire Warhorse Pegasus"},"1735":{"id":"empire-of-man/unit/wizard-lord","path":"empire-of-man/unit/wizard-lord","title":"Wizard Lord","pathText":"empire of man unit wizard lord","type":"unit","body":"Wizard Lord Cost 130 Base Size 25 x 25 mm Unit Size 1 Type Empire Wizards Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Magical Attacks Magic Resistance (-1) Options May be mounted: Empire Warhorse (+12 points) Pegasus (+30 points) Imperial Griffon (+160 points) A Wizard Lord may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Empire Wizards Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Necromancy Hand Weapon Hand Weapon Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Empire Warhorse Pegasus Imperial Griffon"},"1736":{"id":"empire-of-man/weapon/ball-and-chain","path":"empire-of-man/weapon/ball-and-chain","title":"Ball & Chain","pathText":"empire of man weapon ball and chain","type":"rule","body":"Ball & Chain Armour Bane (1) Requires Two Hands Strike Last Armour Bane (X) Requires Two Hands Strike Last"},"1737":{"id":"empire-of-man/weapon/grenade-launching-blunderbuss","path":"empire-of-man/weapon/grenade-launching-blunderbuss","title":"Grenade Launching Blunderbuss","pathText":"empire of man weapon grenade launching blunderbuss","type":"rule","body":"This unusual weapon fires a small explosive charge that unleashes a burst of shrapnel capable of tearing through the thickest suit of armour. Grenade Launching Blunderbuss Cumbersome Ponderous Notes: If the roll To Hit is successful, a grenade launching blunderbuss causes D3+1 hits to the target enemy unit, rather than the usual one hit. Cumbersome Ponderous"},"1738":{"id":"empire-of-man/weapon/helblaster-volley-gun","path":"empire-of-man/weapon/helblaster-volley-gun","title":"Helblaster Volley Gun","pathText":"empire of man weapon helblaster volley gun","type":"rule","body":"Helblaster Volley Gun Armour Bane (2) Cumbersome Helblaster Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Armour Bane (X) Cumbersome Helblaster Move or Shoot"},"1739":{"id":"empire-of-man/weapon/helstorm-rocket-battery","path":"empire-of-man/weapon/helstorm-rocket-battery","title":"Helstorm Rocket Battery","pathText":"empire of man weapon helstorm rocket battery","type":"rule","body":"Helstorm Rocket Battery Cumbersome Helstorm Move or Shoot Notes: This weapon uses a number of 3\" blast templates and the Black Powder Misfire table. Cumbersome Helstorm Move or Shoot"},"1740":{"id":"empire-of-man/weapon/hochland-long-rifle","path":"empire-of-man/weapon/hochland-long-rifle","title":"Hochland Long Rifle","pathText":"empire of man weapon hochland long rifle","type":"rule","body":"The long-barrelled hunting rifles for which Hochland is famed are often fitted with cunning telescopic scopes designed to aid with accurate aiming over tremendous distances. Hochland Long Rifle Armour Bane (1) Cumbersome Ponderous Notes: A model armed with a Hochland long rifle can target a specific model within its target unit, such as a champion or a character. Armour Bane (X) Cumbersome Ponderous"},"1741":{"id":"empire-of-man/weapon/hooked-halberd","path":"empire-of-man/weapon/hooked-halberd","title":"Hooked Halberd","pathText":"empire of man weapon hooked halberd","type":"rule","body":"Hooked Halberd Armour Bane (2) Requires Two Hands Armour Bane (X) Requires Two Hands"},"1742":{"id":"empire-of-man/weapon/light-cannon","path":"empire-of-man/weapon/light-cannon","title":"Light Cannon","pathText":"empire of man weapon light cannon","type":"rule","body":"Light Cannon Armour Bane (2) Notes: If the roll To Hit is successful when firing a light cannon, it causes D3 hits to the target enemy unit, rather than the usual one. Armour Bane (X)"},"1743":{"id":"empire-of-man/weapon/long-rifle","path":"empire-of-man/weapon/long-rifle","title":"Long Rifle","pathText":"empire of man weapon long rifle","type":"rule","body":"Long Rifle Armour Bane (1) Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. Armour Bane (X) Cumbersome"},"1744":{"id":"empire-of-man/weapon/man-catcher","path":"empire-of-man/weapon/man-catcher","title":"Man-Catcher","pathText":"empire of man weapon man catcher","type":"rule","body":"Man-Catcher Killing Blow Requires Two Hands Killing Blow Requires Two Hands"},"1745":{"id":"empire-of-man/weapon/ogre-pistol","path":"empire-of-man/weapon/ogre-pistol","title":"Ogre Pistol","pathText":"empire of man weapon ogre pistol","type":"rule","body":"Ogres often carry large barrelled pistols made by modifying handguns used by Men and Dwarfs to fit their massive fists. Although seldom well-maintained, such weapons delight their proud owners with the volume of their report. Ogre Pistol Armour Bane (1) Quick Shot Armour Bane (X) Quick Shot"},"1746":{"id":"empire-of-man/weapon/pigeon-bombs","path":"empire-of-man/weapon/pigeon-bombs","title":"Pigeon Bombs","pathText":"empire of man weapon pigeon bombs","type":"rule","body":"Many Engineers experiment with the idea that homing pigeons can be trained to deliver bombs to the enemy, but most such research ends with a feathery blast and a burning loft. Instead of shooting normally during the Shooting phase, a model equipped with pigeon bombs may release one. Choose an enemy unit that is within 24\" of the model and roll on the Pigeon Bomb table below: D6 Result 1 Bird Brain: Confused by the tumult of battle, the pigeon returns to its handler. Centre a small (3\") blast template over the model that released the pigeon bomb. Any model whose base lies underneath the template risks being hit and suffering a Strength 4 hit with an AP of -1. 2-3 Fly Away Home: Perhaps wisely, the pigeon sets off towards the distant horizon. The bomb has no effect. 4-5 Dud: The pigeon drops its package over its target, but the bomb fails to detonate, instead falling earthwards at tremendous speed. The target unit suffers a single Strength 5 hit with an AP of -2. 6 Perfect Delivery: The pigeon delivers its package. Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -1. Armour Piercing Armour Piercing Armour Piercing"},"1747":{"id":"empire-of-man/weapon/repeating-rifle","path":"empire-of-man/weapon/repeating-rifle","title":"Repeating Rifle","pathText":"empire of man weapon repeating rifle","type":"rule","body":"Repeating Rifle Armour Bane (1) Multiple Shots (3) Armour Bane (X) Multiple Shots (X)"},"1748":{"id":"empire-of-man/weapon/serrated-maw","path":"empire-of-man/weapon/serrated-maw","title":"Serrated Maw","pathText":"empire of man weapon serrated maw","type":"rule","body":"Serrated Maw Armour Bane (2) Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon. If this model has Two Heads, it must make two of its attacks each turn with this weapon. Armour Bane (X) Multiple Wounds (X) Two Heads"},"1749":{"id":"empire-of-man/weapon/steam-cannon","path":"empire-of-man/weapon/steam-cannon","title":"Steam Cannon","pathText":"empire of man weapon steam cannon","type":"rule","body":"Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe's ranks with all the power of a traditional black powder cannon. Steam Cannon Armour Bane (2) Cannon Fire Cumbersome Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the Cannon Fire special rule. If a 'Misfire' is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table). This weapon does not have a 360° line of sight, it can only shoot into the Steam Tank's front arc. Armour Bane (X) Cannon Fire Cumbersome Multiple Wounds (X) Cannon Fire"},"1750":{"id":"empire-of-man/weapon/steam-gun-empire","path":"empire-of-man/weapon/steam-gun-empire","title":"Steam Gun (Empire)","pathText":"empire of man weapon steam gun empire","type":"rule","body":"Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. Steam Gun (Empire) Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"1751":{"id":"empire-of-man/weapon/wolf-hammer","path":"empire-of-man/weapon/wolf-hammer","title":"Wolf Hammer","pathText":"empire of man weapon wolf hammer","type":"rule","body":"Wolf Hammer Requires Two Hands Notes: If the wielder of a wolf hammer uses it during a turn in which they made a charge move of 3\" or more, they have a +2 modifier to their Strength characteristic, rather than the usual +1. Requires Two Hands"},"1752":{"id":"errata/prose","path":"errata/prose","title":"Errata & Amendments","pathText":"errata prose","type":"faq","body":"Page 27 - Supreme Matriarch of Nan-Gau Change the second sentence of the rule as follows: 'In addition, 0-1 unit of Jade Warriors or 0-1 unit of Jade Lancers in her army may be upgraded to Celestial Dragon Guard for +2 points per model.' Page 96 - Bestigor Herds Add 'Furious Charge' to the list of special rules. Page 36 - Aura of the Fay Change the note at the end of the rule as follows: 'Note that the enemy player only wins Victory Points for destroying the Green Knight the first time he loses his last Wound and is removed from play.' Page 161 - Elven Spearmen Change the points to '8'. Page 13 - Grand Melee Add the following to the list of bullet points: 'No single unit may contain more than half (50%) of the total number of models in the army.' Page 47 - Jade Banner Change the rule as follows: 'When calculating its combat result, a unit carrying the Jade Banner may claim an additional bonus of +2 combat result points.' Page 90 – Barded Pegasus Add the following note after the list of special rules: 'Note that, unlike most Skirmishers, this model does not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc.' Page 35 - Storm's Wrath Change the weapon's Notes as follows: 'Notes: Storm's Wrath's Strength modifier applies only against enemy models the wielder charged this turn.' Page 37 – The Axe Of Dargo* Change the Strength characteristic to 'S+2' Page 29 - Veteran Outriders Change the rule as follows: '0-1 unit of Outriders in a City-state of Nuln army may be designated 'Veteran Outriders'. Missile weapons wielded by Veteran Outriders are not subject to the Ponderous special rule.' Page 135 - Ushabti Change the Ballistic Skill characteristic to '2'. Page 57 - Daemon Prince Change the Wounds characteristic to '5' and the Troop Type to 'Monstrous creature (character)', then add 'Stomp Attacks (D3+1)' to the list of special rules. Page 48 - General of the Empire Change the Leadership characteristic to '10'. Page 29 - Warriors of the Wilderness Change the first sentence of the rule as follows: 'Once players have finished placing terrain, a Chracian Warhost player may place one additional area of difficult terrain measuring no less than 3\" at its narrowest and no more than 9\" at its widest point.' Page 20 - Close Encounter Deployment Map Change the length of each short edge to 15\". Page 101 – Combat Result Bonus Change the entry as follows: 'Whilst in Combat Order, a Close Order formation with a Unit Strength of 10 or more may claim a bonus of +1 combat result point (see page 151).' Page 35 - Sepulchral Animus Change the rule as follows: 'Once per turn, before making a Casting roll, any Liche Priest within a Mortuary Cult army may draw upon the magical animus of any nearby undead constructs. To do so, nominate a friendly unit that has the Nehekharan Undead special rule, that is within the Liche Priest's Command range and whose troop type is 'swarms', 'monstrous infantry', 'monstrous cavalry', 'monstrous creature' or 'behemoth'. The nominated unit immediately loses a single Wound. The Liche Priest may then apply a +1 modifier to their Casting roll.' Page 34 - Orion Change the Toughness characteristic to '6' and the points to '405', then delete 'Fear' from the list of special rules. Page 20 – Gigantic Spider Add 'Move through Cover' to the list of special rules. Page 124 - Treeman Ancients, Magic Change the second sentence as follows: 'Every Treeman Ancient knows spells from one of the following Lores of Magic' Page 35 - Da Skull Smasha Change the second sentence of the weapon's Notes as follows: 'You must choose which Kiknik will use when his combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase.' Page 30 - Cathayan Warhorse Delete 'First Charge' from the list of special rules. Page 32 - Dark Coven Replace the second, third and fourth sentences of the rule as follows: 'To do so, when a Bray-Shaman or Great Bray-Shaman makes a Casting or Dispel roll, they may apply a +1 modifier to the roll if one or more friendly Wizards that are not fleeing and have not succumbed to Stupidity are within their Command range. However, if they roll a natural double 1, something has gone horribly wrong. Roll immediately on the Miscast table as normal but apply the result to the Bray-Shaman or Great Bray-Shaman that made the attempt and to each friendly Wizard within their Command range.' Page 15 - Strike the Runes Change the rule as follows: 'An Anvil of Doom can cast the following Bound spells, with a Power Level of 2:' Page 31 - Magistrates of Grand Cathay Options Change the option that reads 'May be mounted on a Sky Lantern' as follows: A Lord Magistrate may be mounted on a Sky Lantern...............................................see page 34 Page 97 - Gor Herds Add 'Furious Charge' to the list of special rules. Page 137 - Skeleton Horsemen Change the Unit Size to '4+'. Page 42 - Lion Guard Change the points to '17'. Page 37 – Guardian of the Sacred Sites Change the second paragraph of the rule as follows: 'During the Compulsory Moves sub-phase of the turn in which he was awakened, the Green Knight may be placed completely within any 'natural' terrain feature, anywhere on the battlefield. For the purposes of this rule, a 'natural' terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include magical vortexes, open ground or hills, or any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.' Page 37 - General Hans von Löwenhacke Change the Leadership characteristic to '10'. Page 161 - Elven Archers Change the points to '9'. Page 125 - Branchwraith Change the Movement characteristics to '6', then add 'Armour Bane (1)' and 'Furious Charge' to the list of special rules. Page 48 - Ring of Jet Delete the asterisk (*), then change the rule as follows: 'The wielder of the Ring of Jet can cast the Unquiet Spirits spell from the Lore of Necromancy (see page 333 of the Warhammer: the Old World rulebook) as a Bound Spell, with a Power Level of 1.' Page 38 - Marauder Tribe Chieftain Change the Base Size as follows: 'Base Size: 30 x 30 mm' Page 90 – Royal Pegasus Change the Points to '+70', then change the Troop Type to 'Monstrous Creature'. Page 28 - Baggage Trains Change the second sentence of the second paragraph as follows: 'Baggage trains are treated as impassable terrain for the purposes of movement, but are ignored for the purposes of line of sight.' Page 48 - Captain of the Empire Change the Leadership characteristic to '9'. Page 15 - Rune of Oath & Steel Change the spell's Casting Value to '8+/11+' and change the first sentence of its effect as follows: 'If this Bound spell is cast with a casting result of 8 or more, the target friendly unit may re-roll any failed Armour Save rolls.' Page 22 - Orc Mobs Add 'Furious Charge' to the list of special rules. Page 40 – Dwarf Engineer Sappers Add 'Hostile Terrain' to the list of special rules. Page 41 - The Flail of Conquered King Change the weapon's Notes as follows: 'Notes: The Flail of Conquered Kings' Strength modifier applies only against enemy models the wielder charged this turn.' Page 20 - Opposed Flanks Deployment Map Change the distance between deployment zones to 18\". Page 34 - Spectral Hounds Add the following to the end of the rule: 'In addition, whilst one or more Hounds of Orion remains, Orion himself cannot be targeted by enemy shooting.' Page 59 - Character Mounts Delete the restriction on the second bullet point as follows: ‘Daemonic Mount’ Change the restrictions on the fifth and sixth bullet points as follows: ‘Manticore (Exalted Champions and Chaos Lords only) Chaos Dragon (Exalted Champions and Chaos Lords only)’ Page 38 - Troll Hag Change the Weapon Skill characteristic to '3'. Page 42 – Warhorse Change the Base Size as follows: 'Base Size: 25 x 50 mm (min), 30 x 60 mm (max)' Page 107 - Magical Vortex Change the second paragraph as follows: 'Some Magical Vortexes move at the start of each turn, often by scattering. Should a Magical Vortex end such a move over a unit, move it by the smallest amount possible, in any direction, so that it can be placed on the battlefield, not touching the bases of any models.' Page 34 - Sky Lantern Change the Toughness characteristic to '4'. Delete 'champion' from the Commander's profile. Special Rules: Delete 'Unbreakable', then add 'Flammable' to the list of special rules. Page 38 - Warped Gors Add 'Furious Charge' to the list of special rules. Page 99 - Minotaurs Change the Points to '44'. Page 140 - Sepulchral Stalkers Change the points to '49'. Page 23 - Goblin & Boss Change the Initiative characteristics to '3'. Page 39 - Teutogen Guard Delete 'Guardians of the Temple' from the list of special rules. Page 162 - Sea Guard Change the points to '10'. Page 92 - Blessed Triptych Change the rule as follows: 'A unit that contains a Blessed Triptych gains the Stubborn special rule.' Page 30 - Barded Skeletal Steed Add 'Counter Charge' to the list of special rules. Page 48 - Seal of Xing Po Change the Points to '35'. Page 40 - Primal Warherds Add 'Furious Charge (Gors only)' to the list of special rules. Page 59 – Chaos Steed Add 'Counter Charge' to the list of special rules. Page 34 - Disengage Change the rule as follows: 'Should this model lose a round of combat and Give Ground, it may choose to Fall Back in Good Order instead. Enemy units can follow up as if this model had given ground, moving 2\" directly towards it, but cannot pursue it. In addition, should it win a round of combat and choose to restrain and reform, this model may choose to Fall Back in Good Order rather than remaining where it is.' Page 128 - Glade Guard Change the Points to '10'. Page 38 - Marauder Tribe Berserkers Change the Base Size as follows: 'Base Size: 30 x 30 mm' Page 41 – Doom Seekers Delete (Character) from the Troop Type, then add 'Skirmishers' to the list of special rules. Page 45 - Merwyrms Change the points to '200'. Page 15 - Rune of Hearth & Home Change the spell's Casting Value to '8+'. Page 40 – Badlands Ogre Bulls Under 'Options', change the cost of upgrading one model to a Crusher (champion) to +7 points. Page 37 - Araloth, Lord of Talsyn Change the Points to '150'. Page 108 - Casting Roll, Casting Result & Casting Value Change the second paragraph as follows: 'The casting Wizard's Level of Wizardry is then divided by 2 (rounding fractions up) and added to this roll to give a 'casting result'. For example, if a Level 2 Wizard makes a Casting roll of 1 and 6, the total casting result would be 8 (1 + 6 = 7 for the Casting roll, plus 1 for the Level of Wizardry divided by 2).' Page 52 - Lector of Sigmar Change the Leadership characteristic to '9'. Page 42 - Stone Shaper Change the last sentence of the rules as follows: 'Until the end of this turn, the nominated unit improves the Regeneration value of its Regeneration save by 1.' Page 33 - Scroll of Summoning Change the spell's effect as follows: 'The target friendly unit regains D3 lost Wounds and, until your next Start of Turn sub-phase, improves its Regeneration value by 1.' Page 141 - Skeleton Chariots Change the Points to '41', then change the Armour Value to '4+'. Page 99 - Centigors Change the Points to '17'. Page 48 - Ring of Fury Change the rule as follows: 'The wielder of the Ring of Fury can cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1.' Page 40 - Imperial Ogres Change the points to '29'. Page 41 - Preyton Change the Wounds characteristic to '5'. Page 59 – Daemonic Mount Add 'barding' to the equipment and 'Counter Charge' to the list of special rules. Page 25 – Night Goblins Options Change the option to 'include 0-3 Fanatics' as follows: Include 0-1 Fanatic per 10 Night Goblins, to a maximum of 3...............................................+25 points each Page 92 – Polearm Change the weapon profile as follows: Single-Handed: Polearm Single-Handed Fight in Extra Rank Double-Handed: Polearm Double-Handed Requires Two Hands Notes: A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged. Page 163 - White Lions of Chrace Add 'Furious Charge' to the list of special rules. Page 35 - Sky Lantern Bombs Change the first sentence of the rule as follows: 'Once per game, if this model is equipped with Sky Lantern bombs, it may perform a 'Bombing Run' attack against a single enemy unit that is not engaged in combat.' Page 129 - Eternal Guard Change the Points to '12'. Page 40 – Skin Wolves Change the Base Size as follows: 'Base Size: 50 x 50 mm' Under Options, change 'Skin Wolf Jarl' to 'Skin Wolf Jarl (Champion)' and add 'Fear' to the Skin Wolves list of special rules. Page 108 - Casting Spells Change the first sentence of the second paragraph, after the bullet points, as follows: 'A Wizard can attempt to cast a number of spells equal to their Level of Wizardry per turn, but may only attempt to cast each spell once per turn.' Page 45 - Fury of Athel Loren Change the spell's Casting Value to '9+'. Page 22 - Rangers Change the Unit Size to '5-20'. Page 52 - Priest of Sigmar Change the Leadership characteristic to '8'. Page 45 - Tomb Guard Chariots Change the Points to '49'. Page 44 - Scout Gyrocopters Replace the Extended Formation special rule with Dispersed Formation: 'Units that fly high above the battlefield adopt dispersed formations to prevent calamity. To maintain Skirmish formation, every model in this unit must be within 3\" of another model belonging to the same unit, rather than the usual 1\". However, unlike most Skirmishers, models with this special rule do not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc.' Page 42 - Bonegrinder Giants Change the Toughness characteristic to '7'. Page 149 - Vortex of Souls Change the rule as follows: 'A Casket of Souls can cast the following Bound spells, with a Power Level of 2:' Page 46 - Von Trickschotte’s Wondrous Arquebus Add 'Magical Attacks' to the list of special rules. Page 38 - Warhorses – Troop Type Change the entry as follows: 'Light cavalry (warhorse), heavy Cavalry (barded warhorse)' Page 26 - Release the Fanatics! Change the last sentence of the first paragraph of the rule as follows: 'Unless it is fleeing or in Marching Column, a concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.' Page 94 - Battle Pilgrims Change the Points to '6', then change the Unit Size as follows: '5-30 Battle Pilgrims/0-1 Grail Reliquae' Page 169 - Silver Helms Change the Unit Size to '4+'. Page 60 - Chaos Warriors Add 'Chaos Armour (6+)' and 'Furious Charge' to the list of special rules. Page 129 - Martial Prowess Change the rule as follows: 'During the first round of combat, a unit with this special rule gains a +1 modifier to its Weapon Skill characteristic. In addition, a unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.' Page 45 - Spiteful Torrent Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers 3D6 Strength 2 hits, each with an AP of -1.' Page 44 – Warpfire Dragons Add 'Close Order' to the list of special rules. Page 53 - High Priest of Ulric Change the Leadership characteristic to '9'. Page 46 – Goblin-Hewers Change the crew’s Wounds and Attacks characteristics to '2' and change the Base Size as follows: 'Base Size: 50 x 75 mm.' Page 45 - Foetid Whirlpool Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -3.' Page 41 - Ogre Loader Delete (Character) from the Troop Type. Page 23 - Hammerers Add 'Gromril Armour' to the list of special rules. Page 45 - Strangleroot Change the spell's Casting Value to '8+'. Page 101 - Dragon Ogres Change the Points to '59' and the unit size to '2-9'. Page 109 - 8-9, Barely Controlled Power Change the last sentence as follows: 'However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn.' Page 105 - Jabberslythe Change the Weapon Skill characteristic to '5' and the points to '185'. Page 45 - Torrent of Filth Change the spell's Casting Value to '7+'. Page 47 - Banner of the Warped Moon Add the following to the start of the rule: 'Single use.' Page 26 - Death of a Fanatic Change the rule as follows: 'Enemy units cannot charge a Fanatic, or otherwise attempt to engage a Fanatic in combat. However, a Fanatic can be targeted by enemy shooting as if it were a lone character. If a Fanatic finds itself lying fully or partially underneath a template, it risks being hit as normal. Should a Fanatic move into another Fanatic, they become entangled in one another’s chains and both are removed as casualties. If any natural double is rolled for a Fanatic’s movement, or if it moves into contact with any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a terminal stop, and is removed as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are also removed as casualties.' Page 61 - Chosen Chaos Warriors Add 'Furious Charge' to the list of special rules. Page 48 - Squintsoffen's Marvellous Magnifier Delete the asterisk (*). Page 41 - Mercenary Crew Change the first two sentences of the rule as follows: 'An Ogre Loader is an additional crew member that can be taken as an upgrade to accompany a Cathayan war machine. During deployment, position an Ogre Loader with its war machine, as you would any other crew member.' Page 170 - Dragon Princes Change the Unit Size to '3+'. Page 131 - Wardancer & Bladesinger Change the Strength characteristic to '4', then change the Wardancer Attacks characteristic to '2' and the Bladesinger Attacks characteristic to '3'. Page 95 - Knights Errant Change the Unit Size to '3+'. Page 150 - Flail of Skulls Change the weapon's Notes as follows: 'Notes: The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn.' Page 41 - Warhorse Change the Toughness characteristic to ' - '. Page 45 - Durthu's Wrath Change the spell's Casting Value to '9+'. Page 53 - Priest of Ulric Change the Leadership characteristic to '8'. Page 24 - Runes of Protection Change the rule as follows: 'Models with this special rule have a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.' Page 110 - Wizardly Dispel Change the second paragraph, after the bullet points, as follows: 'Wizards that are fleeing or that are not on the battlefield cannot be nominated. Wizards that are engaged in combat can only be nominated to dispel spells that target them or their unit.' Page 25 - Trollhammer Torpedo Change the Strength characteristic to '5' and replace the 'Dwarf Crafted' special rule with 'Cumbersome.' Page 43 - Standard of Wei-Jin Change the Points to '60'. Page 43 - Feint & Dodge Change the entry as follows: 'Once per game, when an enemy model directs its attacks against a model with this special rule, you may make that enemy model re-roll its successful rolls To Hit.' Page 45 - Rapid Regeneration Change the spell's Casting Value to '8+'. Page 151 - Armour of the Ages Add the following to the start of the rule: 'Models whose troop type is 'infantry', 'cavalry' or 'chariot' only.' Page 106 - Cockatrice Change the points to '155'. Page 178 - Eagle-claw Bolt Thrower Change the points to '70'. Page 95 - Mounted Knights of the Realm Change the Unit Size to '3+'. Page 28 - Troll Mobs Change the option to 'take one of the following' as follows: 'Any model in the unit may take one of the following:' Add 'Motley Crew' to the Common Trolls, River Trolls and Stone Trolls lists of special rules. Page 54 - Clouds of Soot & Smoke Change the rule as follows: 'Unless it is mounted, this model is considered to be behind full cover whilst it is within 3\" of a friendly unit whose troop type is 'war machine''. Page 133 - Dryad & Nymph Change the Movement characteristics to '6', then add 'Armour Bane (1)' and 'Furious Charge' to the list of special rules. Page 64 - Chaos Ogres Change the points to '31'. Page 111 - Dispelling Remains in Play Spells Change the second sentence of the first paragraph as follows: 'To do so, you may attempt either a Fated dispel or a Wizardly dispel (provided the Wizard making the attempt is within Dispel range of the Wizard that cast the spell or, in the case of a Magical Vortex, within range of the template representing the spell).' Page 43 - Icon of Heavenly Fury Change the Points to '45', then change the second and third sentences of the rule as follows: 'During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.' Page 141 - Ward Saves Change the entry as follows: 'Representing magical protection of some sort, Ward saves are made in the same manner as armour saves; by rolling a D6 and comparing the result to the 'Warding value'. A Ward save's Warding value is always given in either the description of the item or spell that grants it, or shown after the name of a special rule. Rules that affect armour values do not affect Warding values unless stated otherwise.' Page 133 - Tree Kin & Elder Change the Toughness characteristic to '6'. Page 26 - Miners Reduce the cost of blasting charges to '+1 point per model.' Page 59 - Pegasus Add the following note after the list of special rules: 'Note that, unlike most Skirmishers, this model does not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc.' Page 96 – Questing Knights Change the Unit Size to '3+'. Page 179 – Elven Honours Change the second paragraph as follows: 'To represent this, some characters may be given an Elven Honour. Each Honour gives the character certain benefits in the form of unique equipment and additional special rules. An Honour does not affect a model's mount (should it have one):' Page 28 - Common Trolls Change the Leadership to '6' and the points to '39'. Page 77 – Gifts of Chaos Change the second paragraph of 'Gifts of Chaos' as follows: 'To represent these strange attributes, some characters may be given Gifts of Chaos. A Gift does not affect a character's mount (should they have one). Each Gift may only be chosen once per army.' Page 151 - Icon of Rakaph Change the rule as follows: 'Unless it made a charge move, a unit carrying the Icon of Rakaph may perform a single free reform after moving during the Remaining Moves sub-phase.' Page 107 - Cygor Change the Toughness characteristic to '6' and the points to '205'. Page 46 - Da Akrit Axe Change the second sentence of the weapon's Notes as follows: 'However, this weapon's Strength modifier applies only against enemy models the wielder charged this turn.' Page 155 - Usekhp's Incantation of Desiccation Change the spell's Casting Value to '9+'. Page 108 - Chaos Giant Change the Toughness characteristic to '7'. Page 183 - Seed of Rebirth Delete the asterisk (*). Page 65 - Chaos Trolls Change the Leadership to '6' and the points to '39', then change the option to 'take one of the following' as follows: 'Any model in the unit may take one of the following:' Add 'Motley Crew' to the list of special rules. Page 28 - River Trolls Change the Leadership to '6' and the points to '47'. Page 43 - Dragon's Eye Banner Change the second sentence as follows: 'On a 4+, the Wizard's controlling player must choose another target.' Page 102 – Knightly Virtues Change the second paragraph as follows: 'To represent this, some models may be given a Knightly Virtue. A Virtue does not affect a model's mount (should it have one). Each Virtue may only be chosen once per army.' Page 27 - Slayers Add 'Furious Charge' to the Troll Slayers and Giant Slayers lists of special rules. Page 57 - Empire State Troops Add 'Horde' to the State Troops and Veteran State Troops lists of special rules. Page 134 - Glade Riders Change the Points to '17', then change the Unit Size to '4+'. Page 145 - Supporting Attacks Change the entry as follows: 'Models whose weapons allow them to make a 'supporting attack' can do so if they are in the rank or file directly behind the fighting rank of their unit, and within a number of inches equal to their Movement of the enemy unit. However, supporting attacks cannot be made to a unit's flank or rear, or by a model that is itself in a fighting rank.' Page 44 - Maw Shard Change the Points to '50'. Page 110 - Ghorgon Change the Toughness characteristic to '7'. Page 185 - Martial Prowess Change the rule as follows: 'During the first round of combat, a unit with this special rule gains a +1 modifier to its Weapon Skill characteristic. In addition, a unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.' Page 59 - Free Company Militia Add 'Furious Charge' to the list of special rules. Page 28 - Stone Trolls Change the Leadership to '7' and the points to '43'. Page 98 - Pegasus Knights Change the Points to '59' and delete 'Lance Formation' from the list of special rules. Page 28 - Gyrocopters Add 'Dispersed Formation' to the list of special rules. Page 135 – Sisters of the Thorn Change the Points to '22', then change the Unit Size to '4+'. Page 66 - Chaos Spawn Change the Movement characteristic to '2D6+1'. Page 145 - The Fighting Rank Change the entry as follows: 'When two opposing units are engaged in combat, any row of models (be it a rank or file) in which one or more is in base contact with the enemy is a 'fighting rank'. Any model that is within a fighting rank and within a number of inches equal to its Movement of the enemy unit can fight. This represents models closing in upon the foe.' Page 60 - Greatsword & Count's Champion Change the Strength characteristics to '4', then add 'Furious Charge' to the list of special rules. Page 111 – Chaos Mutations Change the second paragraph as follows: 'To represent these strange attributes, some models may be given Chaos Mutations. A Mutation does not affect a model's mount (should it have one). Each Mutation may only be chosen once per army.' Page 67 - Chaos Knights Add 'Chaos Armour (6+)' and 'Counter Charge' to the list of special rules. Page 31 - Cannon Change the points to '95'. Page 38 - Giants Change the Toughness characteristic to '7'. Page 186 - Hand of Khaine Change the spell's Casting Value to '7+'. Page 98 - Dispersed Formation Change the rule as follows: 'Units that fly high above the battlefield adopt dispersed formations to prevent calamity. To maintain Skirmish formation, every model in this unit must be within 3\" of another model belonging to the same unit, rather than the usual 1\". However, unlike most Skirmishers, models with this special rule do not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc.' Page 135 – Daughters of Eternity Change the rule as follows: 'Models with this special rule have a 4+ Ward save against any wounds suffered.' Page 44 - Alchemist's Mask Change the rule as follows: 'The wearer of the Alchemist's Mask can cast the Plague of Rust spell from the Lore of Elementalism (see page 327 of the Warhammer: the Old World rulebook) as a Bound spell, with a Power Level of 1.' Page 146 - Charging Units Change the second sentence of the first paragraph as follows: 'To represent this, models gain a modifier to their Initiative characteristic during the Combat phase of a turn in which they charged (to a maximum of 10):' Page 45 - The Elemental Winds Change the first list of bullet points as follows: On a roll of 1-2, the Winds grow still and nothing happens. On a roll of 3-4, the Winds of Yang blow strongest. On a roll of 5-6, the Winds of Yin blow strongest. Page 114 - Hagtree Fetish Change the rule as follows: 'Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any rolls To Wound of a natural 1.' Page 68 - Chosen Chaos Knights Change the Unit Size to '3+'. Page 42 - Porko's Pigstikka Change the second sentence of the weapon's Notes as follows: 'Notes: This weapon's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged.' Page 47 - Lore of Yin Change the first sentence of the second paragraph as follows: 'A Wizard with the 'Lore of Yin' special rule may discard one of their randomly generated spells as normal.' Page 135 – Deepwood Coven Change the first sentence of the rule as follows: 'A unit of Sisters of the Thorn knows a single, randomly generated spell from either the Battle Magic or Elementalism Lore of Magic. If you wish, this spell may be discarded and the unit may instead select the signature spell of its chosen Lore of Magic.' Page 61 - Flagellant & Prophet of Doom Change the Toughness characteristics to '4'. Page 31 - Organ Guns Change the points to '115'. Page 106 - Falcon-horn of Fredemund Change the first sentence of the rule as follows: 'Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership).' Page 161 – Heavy Casualties Change the first paragraph as follows: 'If, during any single phase other than the Combat phase, a unit loses more than a quarter (25%) of the models it contained at the start of that phase, it must make a Panic test.' Page 48 - Cathayan Lance Change the weapon's Notes as follows: 'Notes: Models whose troop type is 'cavalry', 'monster' or 'chariot' only. A Cathayan lance's Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn.' Page 74 - Chaos Dragon Change the Base Size as follows: • 'Base Size: 100 x 150 mm' Add 'Impetuous' to the list of special rules. Page 43 - Trollhide Trousers Delete the asterisk (*). Page 117 – Viletide Change the spell's Casting Value to '9+' and change its effect as follows: 'The target enemy unit suffers 5D6 Strength 1 hits, each with an AP of -2.' Page 109 - Burning Gaze Change the spell's Casting Value to '9+'. Page 31 - Flame Cannon Change the points to '120'. Page 136 – Wild Riders Change the Points to '26', then change the Unit Size to '4+'. Page 167 – Chariot Runners Change the first sentence of the rule as follows: 'Friendly models whose troop type is 'chariot' can draw a line of sight over or through models with this special rule and can move through friendly units if they are in Skirmish formation and if the majority of models have this special rule.' Page 62 - Pistoliers Change the points to '15'. Page 168 – Evasive Change the first sentence of the rule as follows: 'Once per turn, when a unit in which the majority of the models have this special rule is declared the target during the enemy Shooting phase, that unit may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it.' Page 39 - Rune Lore Change the rule as follows: 'A model with this special rule may be nominated to attempt a Wizardly Dispel as if it were a Wizard. However, unlike regular Wizards, models with this special rule do not have Levels of Wizardry with which to determine their Dispel range or modify their Dispel rolls. Instead: An Anvil of Doom has a Dispel range of 24\" and may apply a +3 modifier to its Dispel rolls. A Runelord has a Dispel range of 21\" and may apply a +2 modifier to their Dispel rolls. A Runesmith has a Dispel range of 18\" and may apply a +1 modifier to their Dispel rolls.' Page 137 - Warhawk Riders Change the points to '41'. Page 75 - Chimera Change the Wounds characteristic to '5' and the points to '170', then replace the 'Stomp Attacks (1) special rule with 'Stomp Attacks (D3)'. Page 44 – 'Eadbuttin' 'At Add the following to the start of the rule: '0-1 per model.' Page 48 - Dragon Fire Bombs Change the Strength characteristic to '3'. Page 64 - Empire Knights Change the points to '20'. Page 110 – Combat Result Bonus Change the entry as follows: 'A unit in Lance formation with a Unit Strength of 5 or more may claim a bonus of +1 combat result point.' Page 65 - Inner Circle Knights Change the points to '28'. Page 76 – Hellcannon Change the Base Size as follows: Base Size: 100 x 150 mm (Hellcannon), 25 x 25 mm (Chaos Dwarf Handlers) Page 46 – Quell Impetuosity Change the rule as follows: 'Whilst within 6\" of a unit with this special rule, a friendly Impetuous unit may re-roll a failed Leadership test when testing to determine if it must declare a charge or act as normal.' Page 145 - Woodland Ambush Change the first sentence of the rule as follows: 'Once players have finished placing terrain, a Wood Elf Realms player may place one additional wood measuring no less than 3\" at its narrowest and no more than 9\" at its widest point.' Page 169 – Fire & Flee Change the first paragraph of the rule as follows: 'If the majority of the models in a unit armed with missile weapons have this special rule, the unit may declare that it will 'Fire & Flee' as a charge reaction:' Page 170 – Fly (X) Change the first paragraph of the rule as follows: 'Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:' Page 77 - Diabolic Splendour Add the following to the start of the rule: 'Models whose troop type is 'infantry' or 'cavalry' only.' Page 47 - Brain Bursta Change the spell's Casting Value to '9+'. Page 146 - Forest Walker Change the spell's Casting Value to '9+'. Page 69 – Steam Cannon Add the following to the steam cannon 'Notes': 'This weapon does not have a 360° line of sight, it can only shoot into the Steam Tank's front arc.' Page 170 – Frenzy Change the first paragraph of the rule as follows: 'During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster).' Page 146 - Flock of Doom Change the spell's Casting Value to '8+'. Page 70 – Imperial Griffon Special Rules Delete 'Two Heads' from the end of the list of special rules. Page 77 - Enchanting Aura Add the following to the start of the rule: 'Models whose troop type is 'infantry' or 'cavalry' only.' Page 47 - Mork's Curse Change the spell's Casting Value to '7+'. Page 80 - Infernal Puppet Change the first sentence of the rule as follows: 'Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 15\" of them makes a Casting roll.' Page 73 - Helstorm Rocket Batteries Change the weapon's Strength characteristic to '4' and its Armour Piercing characteristic to '-2'. Page 172 - Impact Hits (X) Change the second sentence of 'Resolving Impact Hits' as follows: 'Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.' Page 76 – Laurels of Victory Change the rule as follows: 'When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.' Page 172 - Impetuous Change the rule as follows: 'If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal.' Page 172 - Large Target Change the rule as follows: 'Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.' Page 76 – Wizard's Staff Add the following to the start of the rule: 0-1 per Wizard. Page 173 – Monster Handlers Change the third sentence of the second paragraph of the rule as follows: 'On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead.' Page 175 - Poisoned Attacks Change the first sentence of the rule as follows: 'If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, it may apply a +2 modifier to that hit’s roll To Wound.' Page 176 – Random Movement Change the third sentence of the first paragraph of the rule as follows: 'When a model with this special rule moves, roll the dice to determine its maximum movement.' Page 176 – Regeneration (X+) Change the rule as follows: 'Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a 'Regeneration save' roll by rolling a D6 and comparing the result to its 'Regeneration value', shown in brackets after the name of this special rule (shown here as 'X+'). If the Regeneration save roll equals or exceeds the model's Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.' Page 177 - Stomp Attacks (X) Change the second sentence of 'Resolving Stomp Attacks' as follows: 'Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.' Page 177 – Reserve Move Change the first sentence of the rule as follows: 'Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved.' Page 178 - Stupidity Change the first paragraph and the bullet points as follows: 'Unless it is fleeing or engaged in combat, a unit with this special rule must test for Stupidity by making a Leadership test during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity: Cannot move (except to flee). Cannot shoot or cast spells. Cannot attempt a Wizardly dispel. Must 'Hold' if charged by an enemy.' Page 178 – Swiftstride Change the rule as follows: 'A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3\" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.' Page 180 - Unstable Add the following to the end of the first paragraph: 'These Wounds cannot be recovered by a Regeneration save.' Page 180 - Vanguard Add the following to the end of the second paragraph: 'Units that make a Vanguard move cannot declare a charge during their first turn.' Page 180 - Warband Change the second sentence of the rule as follows: 'However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal.' Page 183 - Quick Turn Change the entry as follows: 'Unless it marched, a unit that is in Open Order formation may pivot about its centre to change its facing by up to 90° after moving during the Remaining Moves sub-phase.' Page 185 - Skirmishers in Combat Change the second paragraph as follows: 'Skirmishers will maintain this close formation until the combat is over (i.e., until they are not engaged with any enemy at the end of a Combat phase), at which point the models must separate, moving the smallest amount possible to once again adopt Skirmish formation.' Page 186 - Skirmishers & Charging Change the first sentence of the first paragraph as follows: 'A unit of Skirmishers may charge an enemy unit that is visible to more than half (50%) of its models when charges are declared.' Add the following to the end of the second paragraph: 'If any Skirmishers are unable to form up, the unit is considered to have lost its coherency, as described on page 184.' Page 190 - Regular Infantry Rules Change the entry as follows: 'Massed Infantry: Numbers alone can sometimes overcome the foe. When determining combat results, if one side has a higher Unit Strength than the other and includes one or more units with this rule, that side may claim a bonus of +1 combat result point.' 'Parry: With sword and shield, warriors attempt to deflect enemy attacks. Whilst engaged in close combat, a model with this rule that is equipped with and chooses to use a hand weapon and shield improves its armour value by 1, to a maximum of 3+.' 'Press of Battle: In the heat of battle, orderly ranks become a swirling melee. Except during a turn in which it charged, the fighting rank of a unit that has this rule and is arrayed in combat order is not one, but two ranks deep. In other words, models that are directly behind and in base contact with models in the unit's actual fighting rank are also considered to be within its fighting rank.' Page 190 - Heavy Infantry Rules Add the following: 'Massed Infantry: See Regular Infantry entry, above.' 'Parry: See Regular Infantry entry, above.' 'Press of Battle: See Regular Infantry entry, above.' Page 197 - Weapon of War Change the first sentence of the second paragraph, as follows: 'However, a war machine can freely pivot about its centre immediately before shooting (the better to face the enemy) and may make a follow up move as normal.' Page 209 - \"Look Out, Sir!\" Change the first sentence as follows: 'If a character is hit by a shooting attack, and if there are five or more rank and file models of the same troop type as the character in the unit, the character can make a \"Look Out, Sir!\" roll.' Page 209 - Enemy Shooting Change the first paragraph as follows: 'A character that has joined a unit of models of the same troop type as them (i.e., infantry or cavalry), cannot be targeted by enemy shooting unless:' Change the first sentence of the second paragraph, after the bullet points, as follows: 'If there are fewer than five rank and file models of the same troop type as the character in the unit, the controlling player must first allocate hits to the unit until one hit has been allocated to each model it contains.' Page 211 - Challenges & Mounts Delete the second sentence, then add the following note: 'Note that, if either participant is slain before their rival or a mount can make an attack, those attacks are lost.' Pages 212 & 214 - Flail Profile Change the weapon profile as follows: Flail Armour Bane (1) Requires Two Hands Notes: A flail's Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Page 213 - More Than One Combat Weapon Change the first bullet point as follows, then delete the fourth bullet point: 'If a unit that is engaged in combat is equipped with two or more combat weapons, you must choose which weapon it will fight with when its combat is chosen during Step 1.1 of each and every Choose & Fight Combat sub-phase.' Page 214 - Halberd Change the weapon profile as follows: Halberd Armour Bane (1) Requires Two Hands Notes: A halberd has an AP of -2 against enemy models the wielder charged this turn. Page 214 - Morning Star Change the weapon profile as follows: Morning Star Armour Bane (1) Notes: A morning star’s Strength modifier and Armour Bane (1) special rule apply only against enemy models the wielder charged this turn. Page 215 - Lance Change the weapon's Notes as follows: 'Notes: Models whose troop type is 'cavalry' or 'monster' only. A lance can only be used during a turn in which the wielder charged, and its Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn.' Page 220 - Maximum Armour Value Change the entry as follows: 'Regardless of the armour it wears or the equipment it carries, there is a limit to how well protected a model can be, with larger models proving much harder to encase in armour than their smaller counterparts. To represent this, models whose troop type is: • 'Infantry' or 'cavalry' can never have an armour value better than 2+. • 'Chariot', 'monster' or 'war machine' can never have an armour value better than 3+. Any bonuses, regardless of their source, that would improve a model's armour further have no effect.' Page 227 - 5. Crunch Change the second bullet point as follows: 'If the path of the cannonball meets a hill, impassable terrain or a high linear obstacle, it stops immediately. No further models are hit.' Page 270 - Woodland Boundaries Change the second paragraph as follows: 'Regardless of the position of any individual trees within the terrain feature, any model or unit counts as being behind partial cover as long as over half of the model, or over half of the models within the unit, is within the woods (i.e., within the terrain feature’s clearly defined edge).' Page 286 - Dead or Fled Change the third bullet point as follows: 'Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up).' Page 289 - Historical Recreation Change the last sentence of the third paragraph as follows: 'In addition, any unit with the Impetuous special rule suffers a -1 modifier to its Leadership when testing to see if it must declare a charge.' Page 321 - Arcane Urgency Change the spell's Casting Value to '9+'. Page 321 - Curse of Cowardly Flight Change the spell's Casting Value to '8+'. Page 321 - Pillar of Fire Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase (see page 95). Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 3 hits, each with an AP of -2.' Page 323 - Daemonic Vessel Change the spell's Casting Value to '9+'. Page 323 - Steed of Shadows Change the spell's Casting Value to '8+'. Page 323 - Vortex of Chaos Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase (see page 95). Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D6+1 Strength 3 hits, each with an AP of -.' Page 325 - Infernal Gateway Change the spell's Casting Value to '9+'. Page 327 - Earthen Ramparts Change the spell's Casting Value to '9+'. Page 327 - Flaming Sword Change the spell's Casting Value to '7+'. Page 327 - Summon Elemental Spirit Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain over which no line of sight can be drawn. The template scatters D6\" during every Start of Turn sub-phase (see page 95). Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -1.' Page 327 - Travel Mystical Pathway Change the first sentence of the spell's effect as follows: 'If the target friendly unit is not fleeing and has not already moved during this Movement phase, you may immediately remove it from the battlefield and replace it anywhere completely within 12\" of its original location, but not within 6\" of any enemy models.' Page 329 - Shield of Saphery Change the spell's Casting Value to '8+'. Page 331 - Confounding Convocation Change the spell's Casting Value to '8+'. Page 331 - Miasmic Mirage Change the spell's Casting Value to '10+'. Page 333 - Curse of Years Change the spell's Casting Value to '9+'. Page 334 - Fist of Gork (or Mork) Change the spell's Casting Value to '8+'. Page 333 - Deathly Cabal Change the spell's Casting Value to '8+'. Page 333 - Spiritual Vortex Change the spell's Casting Value to '10+' and change the fourth sentence of its effect as follows: 'Whilst within 8\" of one or more Spiritual Vortexes, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) and cannot use their General's Inspiring Presence special rule.' Page 335 - 'Ere We Go! Change the spell's Casting Value to '8+'. Page 335 - Foot of Gork (Or Mork) Change the third, fourth and fifth sentences of the spell's effect as follows: 'Whilst in play, the template is treated as difficult terrain. The template scatters 2D6\" during every Start of Turn sub-phase (see page 95). Any unit (friend or foe) that moves through the template, or that the template moves over, suffers D3+3 Strength 5 hits, each with an AP of -1.' Page 338 - Ogre Blade Change the Points to '75'. Page 339 – Berserker Blade Change the weapon profile as follows: Berserker Blade Extra Attacks (+1) Impetuous Magical Attacks Notes: The wielder of the Berserker Blade is Impetuous. Page 340 – Bedazzling Helm Add the following to the start of the rule: 'Models whose troop type is 'infantry' or 'cavalry' only.' Page 342 - Ruby Ring of Ruin Change the Points to '35' and change the rule as follows: 'The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 1.' Page 344 (& Page 1 of The Quick Reference Sheet) – Casting a Spell Change the first paragraph as follows: 'To cast a spell, roll 2D6, then divide the casting Wizard's Level of Wizardry by 2 (rounding fractions up) and add the result to the Casting roll:' Page 344 (& Page 1 of The Quick Reference Sheet) – Dispelling A Spell Change the second sentence of the first paragraph as follows: 'To dispel a spell, roll 2D6 (if attempting a Wizardly dispel, divide the dispelling Wizard's Level of Wizardry by 2 and add the result to the Dispel roll):' Change the first bullet point as follows: 'If the result exceeds the Casting result, the spell is dispelled.' Fight in Extra Rank Requires Two Hands Armour Bane (X) Requires Two Hands Armour Bane (X) Requires Two Hands Armour Bane (X) Extra Attacks (+X) Impetuous Magical Attacks"},"1753":{"id":"events/prose","path":"events/prose","title":"Events","pathText":"events prose","type":"rule","body":"Tournament packs and event formats BattleBuddy models. Battle at the Gates of Kislev Battle Rage Ballerup 2026 Battle at the Gates of Kislev Battle Rage Ballerup 2026"},"1754":{"id":"events/prose/battle-at-the-gates-of-kislev","path":"events/prose/battle-at-the-gates-of-kislev","title":"Battle at the Gates of Kislev","pathText":"events prose battle at the gates of kislev","type":"rule","body":"Battle at the Gates of Kislev Battle at the Gates of Kislev will take place 10/10-2026 at ZZ Games. The address is Rugvænget 44, 2630 Taastrup. In order to participate you will need to buy a ticket for the event. The price for a ticket is 175,- DKK. ZZ Games is stocked with water, soft drinks as well as candy/chips. There are also facilities for coffee and tea. You must be signed up on the New Recruit event. Max participants is 30, with any additional signups added to a waitlist in case of an opening. Schedule Time Event 9:30 Check-in and info 10:00 Game 1 – Upon the Fields of Glory 13:00 Lunch break 13:30 Game 1 result submission deadline 14:00 Game 2 – Encirclement 17:00 Dinner break 17:30 Game 2 result submission deadline 18:00 Game 3 – Open Battle 20:45 Game 3 result submission deadline 21:00 Ceremony, hangout and cleanup Army Format and restrictions The tournament will be using the following format. General restrictions 2000 points Grand Melee Mercenaries allowed No allies Renegades Rules (NOT DRAFT!) must be used for your army, if applicable Highlander Army Creation (see below) March of Chaos Disastrous Miscasts Table (see bottom for reference) The Highlander Army Creation format This format means you are only allowed to pick one unit entry once for your entire list. For example, when creating a list for Empire of Man, you can only select one General of the Empire and one Captain of the Empire, one Wizard Lord and one Master Mage and so on and so forth. In addition, you are only allowed to pick one unique entry of mounts with the 'Monster' or 'Chariot' unit type. First example: A High Elf Arch Mage cannot take a Star Dragon if a High Elf Prince also has selected a Star Dragon as his mount, but the High Elf Arch Mage is free to select a Moon Dragon instead. Second example: A Master Necromancer cannot be mounted on a Mortis Engine if a Necromantic Acolyte also has selected a Mortis Engine as his mount, but the Master Necromancer is free to select an Abyssal Terror (should he wish to do so). Note that characters that count as something also take that spot, i.e. Kralmaw is a Great Bray Shaman, so you cannot pick another Great Bray Shaman; Lady Élisse Duchaard is a Prophetess, so you cannot pick another Prophetess, etc. Furthermore, some mounts can be taken as a separate choice (like the Arachnarok Spider or the Sky Lantern). If such a mount is taken, it cannot be taken in its separate respective choice and vice versa. For example, a Chaos Lord cannot be mounted on a Gorebeast Chariot if a Gorebeast Chariot has already been selected in the Rare choice. Lastly: if an army forces you to bring a unit entry more than once, like Minotaur Blood Herd, then that requirement overrules the Highlander restriction. Army Specific Restrictions Dwarfen Mountain Holds – Slayer Host Highlander Restrictions do not apply to Characters. Can bring 2 units of Slayers despite the Highlander Restrictions. Can bring 3 Doomseekers despite the Highlander Restrictions. The Empire of Man Can bring either 2 Great Cannons or 1 Great Cannon and 1 Empire Steam Tank. Can bring 2 Mortars despite the Highlander Restrictions. Can bring 2 Helstorm Rocket Batteries despite the Highlander Restrictions. Orc and Goblin Tribes – Nomadic Waaagh! 1 Orc Boar Chariot can be taken by a character and 1 in Special, for a total of 2 chariots. Skaven Can bring 2 units of Clanrats despite the Highlander Restrictions. Tomb Kings of Khemri The Battle Standard no longer grants any re-rolls to Leadership Tests. Hieratic Jar is no longer an Extremely Common Magic Item. Vampire Counts Sceptre de Noirot is banned. The Battle Standard no longer grants any re-rolls to Leadership Tests. Wood Elf Realms – Orion's Wild Hunt Can bring 2 units of Glade Riders despite the Highlander Restrictions. Realms of Men – Renegade Crown Character entries can be duplicated if they have different Infamous Origins. Can bring 2 Border Princes Mortars despite the Highlander Restrictions. Can bring 2 Doomseekers despite the Highlander Restrictions. Army lists and submission deadlines Must include all details of your army: all units, upgrades, magic items, and the total cost per unit. The list must also identify your army's General and which lore(s) of magic any wizards will use. Your army list must be submitted on New Recruit by 11:59 PM Saturday October 3rd 2026. Late entries will receive a 10 pts penalty. Modelling requirements Fully assembled and primed models, painted with at least 3 colours. Models should be based on the appropriate bases, or have suitable adapters to ensure the correct footprint. 3rd party sculpts, proxies and 3d prints are allowed, as long as you can make it clear to your opponent what each model represents. 100% WYSIWYG is encouraged, but not required (i.e. if your skeleton models have spears it is the assumption that they have spears unless you tell your opponent otherwise). Disastrous Miscasts This table will be printed for each table. 2D6 Result 2-3 Roll a scatter die. If you roll an arrow, place the narrow end of the flame template over the centre of the wizard's base and point the wide end in the direction shown by the scatter die. If you roll HIT, instead of using the flame template, centre the 5\" round template over the wizard. The wizard dies and every model under the template (work out how many partial hits there are) suffers a Strength 10 AP -4 hit. 4-5 Centre the 5\" template over the wizard and every model under it (work out the partials) suffers a Strength 8 AP -3 hit. In addition, the wizard can no longer cast any more spells this turn. 6-7 Centre the 3\" template over the wizard and every model under it (work out the partials) suffers a Strength 6 AP -2 hit. 8-9 The wizard suffers a Strength 4 AP -1 hit and, until the end of the battle, suffers a -1 modifier to his casting rolls. If this happens again, these negative casting modifiers ARE cumulative with no limit. 10-11 The wizard and his unit Give Ground directly away from the nearest enemy (if for any reason they cannot do so, the wizard suffers a Strength 6 AP -2 hit). In addition, until the end of the battle, the wizard suffers a -1 modifier to his casting rolls. If this happens again, these negative casting modifiers ARE cumulative with no limit. 12 The spell is cast with Perfect Invocation and the wizard reduces his Wizard Level by 1 and forgets the spell he just cast. In addition, the wizard cannot cast any more spells this turn."},"1755":{"id":"events/prose/battle-rage-ballerup-2026","path":"events/prose/battle-rage-ballerup-2026","title":"Battle Rage Ballerup 2026","pathText":"events prose battle rage ballerup 2026","type":"rule","body":"Battle Rage Ballerup 2026 The Old World Tournament Pack Battle Rage Low Power Comp Welcome to the Battle Rage Ballerup 2026 - The Old World Tournament Pack. Battle Rage Ballerup is a returning event with a long and proud history of being one of the most wholesome events the Danish tournament scene has to offer. As such, we have endeavoured to bring you a tournament pack that promotes fun and challenging games, while acknowledging that a perfect balance is nowhere to be found. We have done our best to level the playing field while still keeping the pack accessible to all. Enjoy! 🙂 Schedule (subject to change (except for the dates, silly)) Saturday October 24th Sunday October 25th 09.00 09.15-12.45 12.45-13.30 13.30-17:00 17:00 17:00-18.00 18.00-21.30 21.30-23.30 23.30 Venue Opens, Check-in, pairings + practical info Game 1 – Upon the Field of Glory Break (order food through catering tickets) Game 2 – Drawn Battlelines Setup for best painted Dinner & Voting Game 3 – A Chance Encounter Social time (The bar is already open!) Venue Closes 09.00 09.05-12.35 12.35-13.15 13.15-16:45 17.00 17.30 Venue Opens Game 4 – Encirclement Break Game 5 – Close Quarters Ceremony, prizes, envious stares Clean-up & goodbyes What you need to bring Your army list - print or digital form Any rules associated with your army list Dice, measuring tape, wound markers, line of sight-gauges etc. A Baggage Train for your army (see The Matched Play Guide for more details) Good spirits Your army - fully painted and ready to go. Fully painted entails a minimum of 3 colours on each model, basing and so forth. HOWEVER! If this is your very first Warhammer: The Old World-event, you are allowed to bring an unpainted army, as long as it is reasonably representative of the army it is meant to be. Movement Trays. Bring them. Don’t be a dick. About the Tournament Pack The tournament pack includes a separate army composition system. The requirements set forth here are in addition to any requirements set forth in Forces of Fantasy, Ravening Hordes, Legacy PDF’s or any Arcane Journal, upon which you base your army. For this event, the points total to which you have to build your army will be fixed at 2000 points for all factions. A few further restrictions are included for good measure. 🙂 Battle Rage Ballerup is a 5-game tournament. Each game will be played using a scenario from The Matched Play Guide, with predetermined game length and secondaries. See the relevant table for further details. Any and all restrictions, FAQ-answers etc. presented in this document are subject to change up to and including the 27th of September 2026. This includes publications from Games Workshop, including Errata and FAQ. Any publications by GW (Arcane Journals etc.) released later than this date will not be applicable/allowed for this event. Any Renegade-drafts and the like released prior to the deadline will be included at the discretion of the TO’s - any releases after the deadline will not be included. Army Composition 2000 point armies. A maximum of 500 points may be spent on characters. Named characters are not allowed. Non-character Infantry and non-monstrous cavalry-choices are 0-2 – all other choices are 0-1. Any mount-choice that can be taken as a non-mount choice counts towards the 0-1 restriction when taken as either, except for non-mounstrous cavalry (no restrictions) and non-flying chariots (0-1 as a mount choice). A maximum of 200 points may be spent per army on magic items, runes, daemonic gifts, virtues, gifts of chaos, vampiric powers, spites and disciplines. A maximum of 50 points may be spent per unit on magic items, runes, daemonic gifts, virtues, gifts of chaos, vampiric powers, spites and disciplines. No more than 300 points may be spent on a single unit. No more than 4 Magic Levels per army. Each Bound Spell counts as a magic level. US 14 max. for units where three or more of the following conditions are true: Ranged weapons with range 15”+ Poisoned attacks and/or ignores cover special rules Special or Rare choice (this also applies if the unit can be taken as core under specific circumstances) Skirmishers special rule S4+ (strength of ranged weaponry / strength of models with S-based ranged weaponry) Units consisting of models with range 15”+ ranged weapons may not be duplicated. Units consisting of non-core, skirmishing US1-models with ranged weapons with the Move and Shoot Special Rule may not be duplicated. No more than two ethereal units per army. No more than a combined US of 12 of ethereal and/or flying models per unit. Flying units or mounts may not be duplicated. No more than two in total of the following: chariots that fire using the bombardment, cannonade or cannonfire special rules (or similar mechanics) war machines The following armies may choose a single extra duplication of a core or special choice, regardless of the above restrictions: Slayer Host Sea Guard Garrison Any army that can build their army using a Renegade Army List (including the most recent draft) must do so - see the above note regarding renegade-releases and TO-discretion. Mercenaries are allowed. Allies are not allowed. Magic levels The following count towards the maximum number of magic levels: Anvil of Doom: 3 Magic Levels Spell Eater: 3 Magic Levels Lore Familiar: 1 Magic Level Sceptre de Noirot: 1 Magic Level Any bound spell: 1 Magic Level (excluding Anvil of Doom) Any wizard: Wizard’s Magic Level Changes A unit can only be joined by a single character at any given time. The Steed of Shadows and Travel Mystical Pathways-spells can only target units of US12 or less. The following count as scoring units in addition to those who would normally qualify under matched play rules: Any core unit with a current US of 5+ and a starting points-value of 75+. Any non-core, non-shooting infantry unit with a current US of 5+ and a starting points-value of 75+. List-submission: Lists must be submitted/uploaded to New Recruit no later than the Xth of October. Breaking the system: In order to accommodate themed lists and lists deliberately chosen to a suboptimal power-level, you may choose to submit a list that breaks some of the restrictions listed above. This list will need to be approved by the tournament organizers at their discretion in order for it to be allowed at the event. The tournament organizers will only take lists into consideration if you are signed up for the event and have paid the entry fee. In addition, only one list can be submitted per participant. Should your list be denied, you will have to build your list according to the restrictions listed above - no second chances at breaking the system. Any Breaking the system-lists will need to be submitted for approval no later than the X of October by mail: btsbrb2025@yahoo.com Scenarios: See the Matched Play Guide for Scenarios as presented in the table below. Game Scenario Game Length Secondaries 1 Upon The Field Of Glory 6 turns Strategic Locations (2) + Hold The Line (2 scoring units to qualify - worth 150VP) 2 A Chance Encounter 6 turns Domination (count half VP) + Baggage Trains + Bounty Hunter (worth 150VP) 3 Encirclement 6 turns Strategic Locations (3) + Baggage Trains 4 Close Quarters 6 turns Baggage Trains + Assassination 5 Drawn Battlelines 6 turns Strategic Locations (4) + Special Feature (Centre-point - not impassable) Deployment, first turn and so on Roll spells before rolling for deployment zones. The player with the most magic levels (including bound spells) in his army rolls his spells first. In the case of a tie, roll for it. Roll for deployment zones. Winner chooses. Winner of the roll off for deployment zones places his baggage train first (if applicable). Winner of the roll off for deployment zones places the first unit. If a player has any units with the Ambushers and/or Scouts special rules left to deploy after his characters have been deployed, they will be deployed using the relevant special rule. If a unit has both rules, declare which it will use immediately after deploying your characters. If both players have scouts to deploy after characters, roll off to determine who places the first unit. Take turns placing units until all scouts have been deployed. A note on terrain The terrain at the event will be set up by the organizers. Each table will include 5-7 pieces of mixed terrain. We will not be using predetermined map packs. See the list below for specified properties of certain types of terrain: Woods: Difficult Terrain + Dangerous Terrain (Cavalry + any units with the Fly(X) Special Rule) Ruin: Grants partial cover while a unit has more than 50% of its’ footprint within the feature + Difficult Terrain + Dangerous Terrain (non-skirmish units) Impassable: Impassable + Obstructs Line of Sight Water: Difficult Terrain + Dangerous Terrain (Infantry) Fields: Grants partial cover while a unit has more than 50% of its’ footprint within the feature Low Linear Obstacle: Grants partial cover when defended + Low Linear Obstacle Victory points-table The event will be scored using the 6-point scoring system from the Matched Play Guide. As such, Battle Points will be determined using the table below: Victory Points difference Battle Points 0-250 5-5 251-550 6-4 551-900 7-3 901-1350 8-2 1351-1900 9-1 1901+ 10-0 In the case of a tie, tiebreakers will be total VP-difference (1) and total VP scored (2). FAQ/Clarifications Games Workshop’s own Errata and FAQ v.1.5.3 will be in effect at the event. See event-specific FAQ below. Q: Do the effects of multiple applications of the Thunderous Impact special rule (Grand Cathay - Cathayan Grand Cannon) stack? A: No, should any single unit be affected by multiple instances of Thunderous Impact, they will only suffer the negative consequences once (-1M, no Swiftstride) Q: How will regeneration be played at the even? A: F--- you. Q: Does the allowance to place characters ‘among’ command models allow me to displace a command model to the second rank? A: No, it only allows you to place a character in-between the command models in the front rank. If there is not enough room to fit both command and character models in the front rank, the command models take precedence. Note: Should the unit become engaged in close combat, characters will be able to make way and displace command models from the fighting rank as normal. Q: When firing a cannon, am I allowed to choose a direction of fire in which no targets are visible? A: No. When firing a cannon, even though you target a point on the ground, you need to be able to see one or more targets along the potential path of the cannonball. Q: Can a character of the Wild Rider Kindred be equipped with magic armour not classified as a specific type? A: Yes, as long as said armour can be worn with other armour. Q: If a Sea Guard Garrison-player wishes to use ‘From the Mists’ to replace a unit after deployment, does this count as deploying a unit? A: Yes. As this means that the Sea Guard Garrison-player has deployed last (unless scouts are deployed afterwards), his opponent receives a +1 bonus to the roll for first turn. Q: Can a character of the Wild Rider Kindred equip a shield? A: Yes, even a magic one. Q: Is a character, who has joined a unit of skirmishers, able to draw Line of Sight through models from said unit? A: Yes. Q: Am I allowed to use abilities while fleeing; evasive for instance? A: No, you may not, unless said ability is a passive one, such as magic resistance. Any ability that involves a choice may not be used. Q: Am I allowed to use the parry-rule in conjunction with a hand weapon inscribed with runes? A: Of course - the rules on this matter are abundantly clear. Q: When drawing Line of Sight to a model with the Large Target special rule, are models in a unit with the Skirmishers special rule allowed to draw line of sight over other models in the same unit? A: Yes. Q: Is the TO always right? A: Mathias? LOL, no… Ask Benjamin instead. Don’t ask Marcus - he’s busy."},"1756":{"id":"forming-units/prose","path":"forming-units/prose","title":"Forming Units","pathText":"forming units prose","type":"rule","body":"The models that make up your army must be formed into 'units' before battle commences, ideally when writing your muster list. A unit usually consists of several models of the same type that have banded together and adopted a specific formation. Additionally, single, powerful models such as a character, a chariot or a Dragon, a war machine and its crew, and so on, are also considered to be a 'unit'. Therefore, whenever the rules that follow refer to 'units', this also includes units of one model. The Muster List"},"1757":{"id":"forming-units/prose/close-order-formation","path":"forming-units/prose/close-order-formation","title":"Close Order Formation","pathText":"forming units prose close order formation","type":"rule","body":"A unit arrayed in serried ranks is said to be in a 'Close Order' formation. A unit in Close Order consists of two or more models that are arranged in base contact with each other, edge-to-edge and front corner to front corner, as shown in Fig 100.1. All models in such a unit must face the same direction. In addition, the models must be arranged into a formation that consists of one or more horizontal rows called ranks, and a number of vertical rows called files (from this formation comes the term 'rank and file'). As far as possible, there must be the same number of models in each rank. Where this is not possible, it must be the rear rank that has fewer models. Once formed into a unit, the models move and fight as a single entity for the entire battle. Close Order"},"1758":{"id":"forming-units/prose/combat-order-close-order","path":"forming-units/prose/combat-order-close-order","title":"Combat Order (Close Order)","pathText":"forming units prose combat order close order","type":"rule","body":"A Close Order formation that is wider than it is deep (i.e., that has more models per rank than per file, as shown in Fig 101.1) or that is square (i.e., has the same number of models per file as per rank) is said to be in Combat Order. Such units are able to count a Rank Bonus in certain situations: Rank Bonus If a unit in Close Order formation is wide enough, it can claim a Rank Bonus of +1 for each rank behind the first, up to the maximum determined by its troop type: How many models a rank must contain to claim a Rank Bonus, as well as the maximum Rank Bonus a unit can claim, is determined by its troop type. Certain special rules may increase the Rank Bonus a unit can claim beyond the maximum normally allowed by its troop type. Note that this bonus can be claimed for an incomplete rear rank, as long as there are sufficient models in it. However, if your unit has become Disrupted it cannot claim a Rank Bonus. Combat Result Bonus Whilst in Combat Order, a Close Order formation with a Unit Strength of 10 or more may claim a bonus of +1 combat result point. Close Order Formation Rank Bonus Troop Type Table Disrupted Units Unit Strength Calculate Combat Result"},"1759":{"id":"forming-units/prose/disrupted-units","path":"forming-units/prose/disrupted-units","title":"Disrupted Units","pathText":"forming units prose disrupted units","type":"rule","body":"Disruption represents a unit having lost some of its cohesion. A unit becomes Disrupted if: It is engaged in the flank or rear by an enemy unit with a Unit Strength of five or more. It ends its movement with a quarter (25%) or more of its models within difficult terrain or if it is straddling a low linear obstacle. A Disrupted unit cannot claim a Rank Bonus. Note that enemy Skirmishers do not cause Disruption. Unit Strength Difficult Terrain Low Linear Obstacles Skirmish Formation"},"1760":{"id":"forming-units/prose/formation-types","path":"forming-units/prose/formation-types","title":"Formation Types","pathText":"forming units prose formation types","type":"rule","body":"All units must adopt a formation. The type of formation a unit adopts will influence how it acts in battle; how it moves, how it fights, and so on. Each type of formation has its own rules. The type(s) of formation a unit can adopt are indicated by a special rule of the same name. Models with more than one such special rule may choose their formation during deployment, and may change it and adopt a different formation by reforming during the game. Close Order formations are by far the most usual. Therefore, the core 'how to play' rules focus upon such units. Examples of more unusual types of formation include Skirmish and Open Order, the rules for which are covered in the advanced rules section. Additionally, some army lists introduce special formation types unique to them. Reform Close Order Formation Skirmish Formation Open Order Formation"},"1761":{"id":"forming-units/prose/marching-column","path":"forming-units/prose/marching-column","title":"Marching Column","pathText":"forming units prose marching column","type":"rule","body":"A unit that is deeper than it is wide (i.e., that has more models per file than per rank, as shown in Fig 101.2) is said to be in Marching Column. A Marching Column cannot claim a Rank Bonus and cannot make a charge move, but may triple its Movement characteristic when Marching. Rank Bonus Marching"},"1762":{"id":"forming-units/prose/unit-shape-close-order","path":"forming-units/prose/unit-shape-close-order","title":"Unit Shape (Close Order)","pathText":"forming units prose unit shape close order","type":"rule","body":"The shape of a unit in Close Order is also important as such units gain bonuses in certain situations. Based upon this, such units can be said to be in Combat Order or in Marching Column. Close Order Combat Order (Close Order) Marching Column"},"1763":{"id":"general-principles/prose","path":"general-principles/prose","title":"General Principles","pathText":"general principles prose","type":"rule","body":"Before going further, it is worth establishing some general principles regarding some commonly used terms, conventions, dice and other accessories, and the game of Warhammer in general."},"1764":{"id":"general-principles/prose/artillery-and-scatter-dice","path":"general-principles/prose/artillery-and-scatter-dice","title":"Artillery & Scatter Dice","pathText":"general principles prose artillery and scatter dice","type":"rule","body":"Warhammer: the Old World uses two special dice: the Artillery dice (marked 2, 4, 6, 8, 10 and Misfire) and a Scatter dice (marked with arrows and Hit! symbols). These are often used together to represent the effects of war machines. Sometimes, the Scatter dice is used with one or more D6 to determine a random direction and distance."},"1765":{"id":"general-principles/prose/d6","path":"general-principles/prose/d6","title":"D6","pathText":"general principles prose d6","type":"rule","body":"The most frequently used dice is a regular six-sided dice, marked 1 to 6. It is common for the '6' to be replaced by a logo on many dice. D3 The rules may call for a D3 to be rolled, but an actual three-sided dice is not necessary. To roll a D3, simply roll a D6 and half the result, rounding fractions up."},"1766":{"id":"general-principles/prose/dice","path":"general-principles/prose/dice","title":"Dice","pathText":"general principles prose dice","type":"rule","body":"Warhammer: the Old World uses dice of different types to determine the outcome of various actions and events. These are: D6 Artillery & Scatter Dice Dice Rolling Modifying Dice Rolls Natural Rolls Rolling Off Re-rolls D6 Artillery & Scatter Dice Dice Rolling Modifying Dice Rolls Natural Rolls Rolling Off Re-rolls"},"1767":{"id":"general-principles/prose/dice-rolling","path":"general-principles/prose/dice-rolling","title":"Dice Rolling","pathText":"general principles prose dice rolling","type":"rule","body":"During a game, you will be required to make many different dice rolls. The rules will often use a specific term or abbreviation to describe the dice roll. These are defined as follows: Single Dice Rolls If the rules say 'roll a D6', simply roll a single six-sided dice. Target Number Rolls The rules will often require you to roll a specific number followed by a '+'. This is a 'target number roll'. If you are required to roll a 4+, for example, a roll of 4, 5 or 6 on a D6 would be a success, but a roll of 1, 2 or 3 would not. Multiple Dice Rolls The rules may require you to roll 2D6, 3D6 and so forth. In such cases, simply roll the number of D6 indicated and add the results together. This is a multiple dice roll."},"1768":{"id":"general-principles/prose/directly-towards-and-directly-away","path":"general-principles/prose/directly-towards-and-directly-away","title":"Directly Towards & Directly Away","pathText":"general principles prose directly towards and directly away","type":"rule","body":"A unit may be required to move directly towards, or directly away from, another unit or object. To do so, draw an imaginary line between the centre of the moving unit and the centre of the unit or object it is moving towards or away from. As the unit moves, its centre moves along this line."},"1769":{"id":"general-principles/prose/measurement-general-principles","path":"general-principles/prose/measurement-general-principles","title":"Measurement (General Principles)","pathText":"general principles prose measurement general principles","type":"rule","body":"In games of Warhammer: the Old World, all distances are measured in inches (\"), using a ruler or tape measure, and can be measured at any time. Distances between models and all other objects (which can be other models, terrain features and so on) are always measured from the closest point on one base to the closest point on the other base (see diagram below). For example, if any part of a model's base is within 6\" of the base of an enemy model, the two models are said to be within 6\" of each other. Sometimes, units will be mounted on movement trays for ease. Nevertheless, always use the model's base, and not the movement tray, as the reference point when taking your measurements."},"1770":{"id":"general-principles/prose/modifying-dice-rolls","path":"general-principles/prose/modifying-dice-rolls","title":"Modifying Dice Rolls","pathText":"general principles prose modifying dice rolls","type":"rule","body":"To modify a dice roll, simply roll the dice and then add or subtract the modifier(s) shown, effectively changing the result of the roll. If the rules ever instruct you to divide a dice roll, any fractions are rounded up, unless the rules state otherwise. Modifiers are applied after division or multiplication."},"1771":{"id":"general-principles/prose/moving-through-units","path":"general-principles/prose/moving-through-units","title":"Moving Through Units","pathText":"general principles prose moving through units","type":"rule","body":"As a general rule, no unit can move through another unit, though there are exceptions. For example, a fleeing unit may be obliged to move through another unit. Alternatively, the corner of a unit may have no choice but to move through another unit during a manoeuvre. In such cases, it is acceptable for one unit to pass through another and the rules will make allowance for this."},"1772":{"id":"general-principles/prose/natural-rolls","path":"general-principles/prose/natural-rolls","title":"Natural Rolls","pathText":"general principles prose natural rolls","type":"rule","body":"The term 'natural' roll describes the actual number shown once a dice has been rolled. In other words, a natural roll is the result before any modifiers are applied."},"1773":{"id":"general-principles/prose/re-rolls","path":"general-principles/prose/re-rolls","title":"Re-rolls","pathText":"general principles prose re rolls","type":"rule","body":"In some situations, the rules may allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice and roll it again. You must accept the result of the re-roll, even if it is worse than the first. No single dice can be re-rolled more than once, regardless of the source of the re-roll. If you re-roll a multiple dice roll, you must re-roll all of the dice, unless the rule granting the re-roll specifies otherwise."},"1774":{"id":"general-principles/prose/risk-of-being-hit","path":"general-principles/prose/risk-of-being-hit","title":"Risk of Being Hit","pathText":"general principles prose risk of being hit","type":"rule","body":"To determine which models risk being hit by a template, hold it in place and look to see which models' bases lie underneath it: A model whose base lies completely underneath a template, or partially underneath the central hole of a blast template, is hit automatically. A model whose base lies partially underneath a template is hit on a D6 roll of 4+."},"1775":{"id":"general-principles/prose/rolling-off","path":"general-principles/prose/rolling-off","title":"Rolling Off","pathText":"general principles prose rolling off","type":"rule","body":"The rules may call for players to 'roll-off'. To do this, each player rolls a dice (usually a D6) and the highest score wins. In the case of a tie, roll again unless otherwise instructed."},"1776":{"id":"general-principles/prose/scatter","path":"general-principles/prose/scatter","title":"Scatter","pathText":"general principles prose scatter","type":"rule","body":"A rule may call for an object to be placed and then 'scattered'. To do so: Place the object on the battlefield, as instructed by the rule. Roll a Scatter dice to determine a direction, and any other dice required by the rule to determine a distance (in inches). If a 'Hit!' is rolled on the Scatter dice, the object does not move – leave it in place and resolve the rest of the rule. If an arrow is rolled, move the object the distance (in inches) indicated by the roll of the other dice in the direction indicated, ignoring intervening terrain, units, etc., unless the rule states otherwise. With the object's final position determined, resolve the rest of the rule."},"1777":{"id":"general-principles/prose/take-backs-and-changing-ones-mind","path":"general-principles/prose/take-backs-and-changing-ones-mind","title":"Take-backs & Changing One's Mind","pathText":"general principles prose take backs and changing ones mind","type":"rule","body":"It is not uncommon for players of any game to occasionally second guess themselves, saying they are about to do something before immediately changing their mind. Players should be tolerant of this in their opponents, as they will likely do it themselves. However, once dice have been rolled for any reason, or a move committed to and made, players must abide by their decision; they can no longer go back and change anything that came before the dice roll or the act of moving!"},"1778":{"id":"general-principles/prose/templates","path":"general-principles/prose/templates","title":"Templates","pathText":"general principles prose templates","type":"rule","body":"In Warhammer: the Old World, templates are used to represent the effect of certain weapons: Blast Templates A blast template is a round template 3\" or 5\" in diameter. Flame Templates A flame template is a teardrop-shaped template, approximately 8\" in length. These templates are used to determine which models are hit by an attack that has an area of effect or blast radius. If an attack uses a template, the rules will explain how to position it, and how it might scatter. Scatter"},"1779":{"id":"general-principles/prose/the-most-important-rule","path":"general-principles/prose/the-most-important-rule","title":"The Most Important Rule","pathText":"general principles prose the most important rule","type":"rule","body":"Warhammer: the Old World is a complex game and, as such, players will occasionally disagree in their interpretation of the rules. Should disagreements arise, players are encouraged to look up the rule(s) in question, reach an agreement and move on. Should this prove impossible, a roll-off should determine whose interpretation will apply for the remainder of the game. What matters more than any rule is that players enjoy their game and that rivalries remain friendly!"},"1780":{"id":"general-principles/prose/unusual-situations","path":"general-principles/prose/unusual-situations","title":"Unusual Situations","pathText":"general principles prose unusual situations","type":"rule","body":"This rule does not appear in the rulebook but is included in the Warhammer: The Old World FAQ & Errata - Version 1.3 and is worth repeating here. Warhammer: the Old World is a complex game of manoeuvre and counter manoeuvre between tightly formed battle lines of densely packed infantry and cavalry. It is to be expected that unusual situations will arise. To deal with these, we encourage players to resolve uncertainties in a way that keeps the game flowing, or to seek the opinion of an impartial third party (at an organised event players should always defer to the ruling of such an official, as is right and honourable – only the most dastardly rapscallion would argue with such an exemplar of the hobby). If such resolution is impossible, the simplest solution is to rule that the unit cannot do the thing, by which we mean it cannot make the move, cannot take the shot, and so forth. As stated The Most Important Rule, what matters more than any rule is that players enjoy their game and that rivalries remain friendly! The Most Important Rule"},"1781":{"id":"grand-cathay/armylist/grand-army","path":"grand-cathay/armylist/grand-army","title":"Grand Cathay Army List","pathText":"grand cathay armylist grand army","type":"rule","body":"This section updates the Grand Army composition list for Grand Cathay, found in Arcane Journal - Armies of Grand Cathay. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This updated Grand Army composition list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Cathayan Dragon per 1,000 points 0-1 Shugengan Lord, Gate Master, Lord Magistrate or Supreme Astromancer per 1,000 points Shugengan, Gate Keepers, Strategists and Astromancers Core At least 25% of your army's points value must be spent on: Jade Warriors and Peasant Levy If your General is a Gate Master or Gate Keeper, 0-1 unit of Jade Lancers may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Jade Lancers, Crane Gunner Teams and Iron Hail Gunners 0-2 war machines chosen from the following list per 1,000 points: Fire Rain Rocket Batteries Cathayan Grand Cannon If your General is a Shugengan Lord or Shugengan, 0-1 Cathayan Sentinel may be taken as a Special choice If your General is a Lord Magistrate or Strategist, 0-1 Sky Lantern may be taken as a Special choice Rare Up to 25% of your army's points value may be spent on: Sky Lanterns and Cathayan Sentinels Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Empire of Grand Cathay Army of Infamy composition list One of the following Grand Army composition lists: Dwarfen Mountain Holds Empire of Man Kingdom of Bretonnia (Suspicious) Wood Elf Realms (Suspicious) High Elf Realms Battle Standard Bearer A single Gate Keeper in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Cathayan Allies In addition to the Allies listed in Forces of Fantasy, armies made using the Dwarfen Mountain Holds, Empire of Man or Kingdom of Bretonnia Grand Army composition lists may include an Allied Contingent drawn from the Grand Cathay Grand Army composition list. Armies made using the Wood Elf Realms or High Elf Realms Grand Army composition lists may include an Allied Contingent drawn from the Grand Cathay Grand Army composition list as Suspicious allies. Forming Units Warhammer Armies Shugengan Lord Gate Master Lord Magistrate Supreme Astromancer Shugengan General Gate Keeper Strategist Astromancer Jade Warriors Peasant Levy Gate Master Gate Keeper Jade Lancers Jade Lancers Crane Gunner Teams Iron Hail Gunners Fire Rain Rocket Battery Cathayan Grand Cannon Shugengan Lord Shugengan General Cathayan Sentinel Lord Magistrate Strategist Sky Lantern Sky Lantern Cathayan Sentinel Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Dwarfen Mountain Holds Empire of Man Army List Kingdom of Bretonnia Suspicious Allied Contingents Wood Elf Realms Suspicious Allied Contingents High Elf Realms Army List The Battle Standard Suspicious Allied Contingents"},"1782":{"id":"grand-cathay/armylist/jade-fleet","path":"grand-cathay/armylist/jade-fleet","title":"Jade Fleet","pathText":"grand cathay armylist jade fleet","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Grand Cathay army list found in Arcane Journal: Armies of Grand Cathay, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: Miao Ying, the Storm Dragon 0-1 Shugengan Lord or Lord Magistrate per 1,000 points Shugengan, Gate Masters, Gate Keepers and Strategists Core At least 25% of your army's points value must be spent on: Jade Warriors 0-1 unit of Jade Lancers per 1,000 points may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Jade Lancers 0-3 war machines chosen from the following list per 1,000 points: Fire Rain Rocket Batteries Cathayan Grand Cannon Rare Up to 25% of your army's points value may be spent on: Sky Lanterns and Cathayan Sentinels Mercenaries Up to 33% of your army's points value may be spent on mercenaries drawn from the Empire of Man army list in Forces of Fantasy: 0-1 Captain of the Empire, Master Mage, Priest of Sigmar or Priest of Ulric per 1,000 points State Troops, State Missile Troops, Free Company Militia, and Empire Archers 0-1 unit of Pistoliers or Outriders per 1,000 points Note that mercenary units within a Jade Fleet army are not subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Gate Keeper in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Empire of Grand Cathay magic items. Forming Units Warhammer Armies Miao Ying Shugengan Lord Lord Magistrate Shugengan General Gate Master Gate Keeper Strategist Jade Warriors Jade Lancers Jade Lancers Fire Rain Rocket Battery Cathayan Grand Cannon Sky Lantern Cathayan Sentinel Empire of Man Army List Captain of the Empire Master Mage Priest of Sigmar Priest of Ulric State Troops State Missile Troops Free Company Militia Empire Archers Pistoliers Outriders Misbehaving Mercenaries The Battle Standard"},"1783":{"id":"grand-cathay/armylist/warriors-of-wind-and-field","path":"grand-cathay/armylist/warriors-of-wind-and-field","title":"Warriors of Wind & Field","pathText":"grand cathay armylist warriors of wind and field","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Grand Cathay army list found in Arcane Journal: Armies of Grand Cathay, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Lord Magistrate, Gate Master, or Supreme Astromancer per 1,000 points Shugengan, Gate Keepers, Strategists and Astromancers Core At least 25% of your army's points value must be spent on: 1+ unit of Peasant Levy Iron Hail Gunners 0-1 unit of Jade Warriors per 1,000 points may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Jade Warriors, Crane Gunner Teams and Sky Lanterns 0-2 war machines chosen from the following list per 1,000 points: Fire Rain Rocket Batteries Cathayan Grand Cannon 0-1 unit of Jade Lancers may be taken as a Special choice Rare Up to 25% of your army's points value may be spent on: Jade Lancers and Cathayan Sentinels Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Gate Keeper in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Lord Magistrate Gate Master Supreme Astromancer Shugengan General Gate Keeper Strategist Astromancer Peasant Levy Iron Hail Gunners Jade Warriors Jade Warriors Crane Gunner Teams Sky Lantern Fire Rain Rocket Battery Cathayan Grand Cannon Jade Lancers Jade Lancers Cathayan Sentinel Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries The Battle Standard"},"1784":{"id":"grand-cathay/faction","path":"grand-cathay/faction","title":"Grand Cathay","pathText":"grand cathay faction","type":"army","body":"Rules Special Rules Cathayan Black Powder Discipline of the Dragon Disdain of the Dragons Mastery of the Storm Winds Mercenary Handgun Drill Warriors of the Field Supreme Matriarch of Nan-Gau Unity & Harmony Warriors of the Land War Balloons Warriors of the Wind Wrath of the Storm Tower Shields Transformation of the Dragon Human Form Dragon Form Death of a Dragon Transformation Harmony of Stone & Steel Grand Strategist Defensive Stance Cathayan Cataphracts Eye of the Dragon Disengage Heavenly Beacon Implacable Terracotta Sentinel Jade Sentinel Obsidian Sentinel Granite Sentinel Warpstone Sentinel Wailing Spirits Thunderous Impact Enough for Everyone Mercenary Crew Celestial Forged Armour (X+) Mastery of the Elemental Winds Will of the Dragons The Elemental Winds Weapons of War Iron Talons Long Spear Crane Gun Crown of Horns (Grand Cathay) Sky Lantern Bombs Iron Hail Gun Sky Lantern Crane Gun Great Blade Cathayan Lance Grand Cannon Celestial Blade Fire Rain Rocket Dragon Fire Pistol Gunpowder Bombs Dragon Fire Bombs Warhammer Armies Grand Cathay Army List Jade Fleet Warriors of Wind & Field Narrative Battles The Battle of Nan-Li The Lores of Magic Lore of Yang Lore of Yin Magic Items (and Abilities) Empire of Grand Cathay Magic Items Units Named Character Miao Ying Character Astromancer Gate Keeper Gate Master Lord Magistrate Shugengan General Shugengan Lord Strategist Supreme Astromancer Mount Cathayan Horse Cathayan Warhorse Infantry Crane Gunner Teams Iron Hail Gunners Jade Warriors Peasant Levy Cavalry Jade Lancers Chariot Sky Lantern Monster Cathayan Sentinel War Machine Cathayan Grand Cannon Fire Rain Rocket Battery Ogre Loader Cathayan Black Powder Discipline of the Dragon Disdain of the Dragons Mastery of the Storm Winds Mercenary Handgun Drill Warriors of the Field Supreme Matriarch of Nan-Gau Unity & Harmony Warriors of the Land War Balloons Warriors of the Wind Wrath of the Storm Tower Shields Transformation of the Dragon Human Form Dragon Form Death of a Dragon Transformation Harmony of Stone & Steel Grand Strategist Defensive Stance Cathayan Cataphracts Eye of the Dragon Disengage Heavenly Beacon Implacable Terracotta Sentinel Jade Sentinel Obsidian Sentinel Granite Sentinel Warpstone Sentinel Wailing Spirits Thunderous Impact Enough for Everyone Mercenary Crew Celestial Forged Armour (X+) Mastery of the Elemental Winds Will of the Dragons The Elemental Winds Iron Talons Long Spear Crane Gun Crown of Horns (Grand Cathay) Sky Lantern Bombs Iron Hail Gun Sky Lantern Crane Gun Great Blade Cathayan Lance Grand Cannon Celestial Blade Fire Rain Rocket Dragon Fire Pistol Gunpowder Bombs Dragon Fire Bombs Grand Cathay Army List Jade Fleet Warriors of Wind & Field The Battle of Nan-Li Lore of Yang Lore of Yin Empire of Grand Cathay Magic Items Miao Ying Astromancer Gate Keeper Gate Master Lord Magistrate Shugengan General Shugengan Lord Strategist Supreme Astromancer Cathayan Horse Cathayan Warhorse Crane Gunner Teams Iron Hail Gunners Jade Warriors Peasant Levy Jade Lancers Sky Lantern Cathayan Sentinel Cathayan Grand Cannon Fire Rain Rocket Battery Ogre Loader"},"1785":{"id":"grand-cathay/magic-item-list/empire-of-grand-cathay-magic-items","path":"grand-cathay/magic-item-list/empire-of-grand-cathay-magic-items","title":"Empire of Grand Cathay Magic Items","pathText":"grand cathay magic item list empire of grand cathay magic items","type":"rule","body":"These magic items are unique to Empire of Grand Cathay armies. These can be purchased by models within an Empire of Grand Cathay army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Empire of Grand Cathay Magic Items Alchemist's Mask Banner of the Bastion Banner of the Dragon's Wrath Cloak of Po Mei Clockwork Compass Crown of Jade Crystal of Kunlan Dragon's Eye Banner Golden Lion Guardian Feng Shi Bo* Icon of Heavenly Fury Jade Armour of Beichai Jade Blade of the Great Fleet Learned Feng Shi Bo* Maw Shard Ring of Jet Scrolls of Wei-jin Seal of Xing Po* Shield of Nan-Gau Sigil of Smoke & Powder Spirit Lantern* Spirit Longma Spear Standard of Wei-Jin Sun & Moon Blades The Armour of the Warbird The Banner of Xen Wun The Brazen Blade The Fires of Nan-Gau* The Jade Banner The Mantle of Heaven The Monkey King's Wisdom The Shroud of Shiyama The Sword of Nan-Gau The Sword of Reason The Wrath of Xen Yang Vermilion Quills* Alchemist's Mask Banner of the Bastion Banner of the Dragon's Wrath Cloak of Po Mei Clockwork Compass Crown of Jade Crystal of Kunlan Dragon's Eye Banner Golden Lion Guardian Feng Shi Bo* Icon of Heavenly Fury Jade Armour of Beichai Jade Blade of the Great Fleet Learned Feng Shi Bo* Maw Shard Ring of Jet Scrolls of Wei-jin Seal of Xing Po* Shield of Nan-Gau Sigil of Smoke & Powder Spirit Lantern* Spirit Longma Spear Standard of Wei-Jin Sun & Moon Blades The Armour of the Warbird The Banner of Xen Wun The Brazen Blade The Fires of Nan-Gau* The Jade Banner The Mantle of Heaven The Monkey King's Wisdom The Shroud of Shiyama The Sword of Nan-Gau The Sword of Reason The Wrath of Xen Yang Vermilion Quills*"},"1786":{"id":"grand-cathay/magic-item/alchemists-mask","path":"grand-cathay/magic-item/alchemists-mask","title":"Alchemist's Mask","pathText":"grand cathay magic item alchemists mask","type":"magic-item","body":"Created in the House of Secrets of Shang Yang, this sorcerous mask gifts the wearer with the alchemical secrets of the Iron Dragon. The wearer of the Alchemist's Mask can cast the Plague of Rust spell from the Lore of Elementalism (see page 327 of the Warhammer: the Old World rulebook) as a Bound spell, with a Power Level of 1. Plague of Rust Elementalism Bound Spells"},"1787":{"id":"grand-cathay/magic-item/banner-of-the-bastion","path":"grand-cathay/magic-item/banner-of-the-bastion","title":"Banner of the Bastion","pathText":"grand cathay magic item banner of the bastion","type":"magic-item","body":"Those that would fight beneath this venerable banner must be as solid and unwavering as the Great Bastion itself. A unit carrying the Banner of the Bastion gains the Shieldwall special rules. Shieldwall"},"1788":{"id":"grand-cathay/magic-item/banner-of-the-dragons-wrath","path":"grand-cathay/magic-item/banner-of-the-dragons-wrath","title":"Banner of the Dragon's Wrath","pathText":"grand cathay magic item banner of the dragons wrath","type":"magic-item","body":"Those that march to war beneath the Banner of the Dragon's Wrath descend upon the foe with the fury of Li Dao, the Fire Dragon. A unit carrying the Banner of the Dragon's Wrath gains the Flaming Attacks and Impact Hits (1) special rules. Flaming Attacks Impact Hits (X)"},"1789":{"id":"grand-cathay/magic-item/cloak-of-po-mei","path":"grand-cathay/magic-item/cloak-of-po-mei","title":"Cloak of Po Mei","pathText":"grand cathay magic item cloak of po mei","type":"magic-item","body":"This enchanted cloak grants its wearer exceptional magical strength and mastery over one of the Elemental Winds. In addition to their randomly generated spells, the wearer of the Cloak of Po Mei knows all three spells from the Lore of Yin or the Lore of Yang (chosen by their controlling player). However, they can only cast a number of spells equal to their Level of Wizardry per turn. Lore of Yin Lore of Yang Levels of Wizardry"},"1790":{"id":"grand-cathay/magic-item/clockwork-compass","path":"grand-cathay/magic-item/clockwork-compass","title":"Clockwork Compass","pathText":"grand cathay magic item clockwork compass","type":"magic-item","body":"This finely wrought clockwork mechanism emulates the properties of the Wu Xing compass in Wei-jin. When correctly used, it can temporarily still the Winds of Magic. Single use. The bearer may use this item instead of making a Wizardly dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all Remains in Play spells currently in play are dispelled, including spells cast by friendly Wizards. Wizardly Dispel Remains in Play"},"1791":{"id":"grand-cathay/magic-item/crown-of-jade","path":"grand-cathay/magic-item/crown-of-jade","title":"Crown of Jade","pathText":"grand cathay magic item crown of jade","type":"magic-item","body":"Hostile magic recoils from the wearer of this gleaming crown of office. The Crown of Jade gives its wearer a 4+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell. Ward Saves Magic Missiles Magical Vortex Assailment"},"1792":{"id":"grand-cathay/magic-item/crystal-of-kunlan","path":"grand-cathay/magic-item/crystal-of-kunlan","title":"Crystal of Kunlan","pathText":"grand cathay magic item crystal of kunlan","type":"magic-item","body":"The crystals that grow in the peaks of Kunlan unleash sorcerous energy when struck. The Crystal of Kunlan gives its bearer a 5+ Ward save against any wounds suffered. In addition, if a natural 6 is rolled when making the Ward save, every enemy model in base contact with the bearer suffers a Strength 3 hit with an AP of -. These attacks have the Flaming Attacks special rule. Ward Saves Armour Piercing Flaming Attacks"},"1793":{"id":"grand-cathay/magic-item/dragons-eye-banner","path":"grand-cathay/magic-item/dragons-eye-banner","title":"Dragon's Eye Banner","pathText":"grand cathay magic item dragons eye banner","type":"magic-item","body":"Under the scrutiny of the Celestial Dragon, enemy Wizards falter. When an enemy Wizard chooses a unit carrying the Dragon's Eye Banner as the target of a spell, roll a D6. On a 4+, the Wizard's controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast."},"1794":{"id":"grand-cathay/magic-item/golden-lion","path":"grand-cathay/magic-item/golden-lion","title":"Golden Lion","pathText":"grand cathay magic item golden lion","type":"magic-item","body":"Jade Lions are revered in Cathay for their bravery, and golden amulets carved into their likeness inspire great courage. The bearer of the Golden Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test. Fear Panic Tests Rally Fleeing Units Terror"},"1795":{"id":"grand-cathay/magic-item/guardian-feng-shi-bo","path":"grand-cathay/magic-item/guardian-feng-shi-bo","title":"Guardian Feng Shi Bo*","pathText":"grand cathay magic item guardian feng shi bo","type":"magic-item","body":"Feng Shi Bo are elemental familiars summoned by Cathayan Wizards. Most often, these earthbound spirits guard their masters, protecting them from harm. Any enemy model that directs its attacks against the owner of a Guardian Feng Shi Bo during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"1796":{"id":"grand-cathay/magic-item/icon-of-heavenly-fury","path":"grand-cathay/magic-item/icon-of-heavenly-fury","title":"Icon of Heavenly Fury","pathText":"grand cathay magic item icon of heavenly fury","type":"magic-item","body":"The heavens are the realm of the Celestial Dragon, and those that would encroach upon his domain must face his wrath. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule. Command Start of Turn Fly (X)"},"1797":{"id":"grand-cathay/magic-item/jade-armour-of-beichai","path":"grand-cathay/magic-item/jade-armour-of-beichai","title":"Jade Armour of Beichai","pathText":"grand cathay magic item jade armour of beichai","type":"magic-item","body":"Crafted in secret in the city of Beichai, this jade armour glows from within with unwholesome power. The Jade Armour of Beichai is a suit of full plate armour. In addition, the wearer of the Jade Armour has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. Full Plate Armour Ward Saves Magic Resistance (-X)"},"1798":{"id":"grand-cathay/magic-item/jade-blade-of-the-great-fleet","path":"grand-cathay/magic-item/jade-blade-of-the-great-fleet","title":"Jade Blade of the Great Fleet","pathText":"grand cathay magic item jade blade of the great fleet","type":"magic-item","body":"The Jade Blade is an ancient weapon fashioned from the fang of a Lumbrian sea monster. Imbued with the monster's regenerative powers, it continually heals its wielder. Jade Blade of the Great Fleet Profile Armour Bane (1) Magical Attacks Regeneration (5+) Notes: The wielder of the Jade Blade of the Great Fleet gains the Regeneration (5+) special rule. Armour Bane (X) Magical Attacks Regeneration (X+) Regeneration (X+)"},"1799":{"id":"grand-cathay/magic-item/learned-feng-shi-bo","path":"grand-cathay/magic-item/learned-feng-shi-bo","title":"Learned Feng Shi Bo*","pathText":"grand cathay magic item learned feng shi bo","type":"magic-item","body":"Some Wizards create Feng Shi Bo to aid them with their scholarly studies, tasking the spirits with remembering obscure lore. The owner of a Learned Feng Shi Bo knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level. Levels of Wizardry"},"1800":{"id":"grand-cathay/magic-item/maw-shard","path":"grand-cathay/magic-item/maw-shard","title":"Maw Shard","pathText":"grand cathay magic item maw shard","type":"magic-item","body":"Some have travelled to the broken lands around the Great Maw and brought back strange objects - among them the Maw Shard, an extra-worldly artefact. If an enemy Wizard rolls any natural double when making a Casting roll whilst within 18\" of the bearer of the Maw Shard, the spell is miscast, regardless of the casting result. Casting Roll, Casting Result & Casting Value Miscast"},"1801":{"id":"grand-cathay/magic-item/ring-of-jet","path":"grand-cathay/magic-item/ring-of-jet","title":"Ring of Jet","pathText":"grand cathay magic item ring of jet","type":"magic-item","body":"Carved from purest jet quarried from the banks of the Dragon River, the Ring of Jet is infused with the power of Shiyama, allowing its wielder to summon ancestral spirits. The wielder of the Ring of Jet can cast the Unquiet Spirits spell from the Lore of Necromancy as a Bound Spell, with a Power Level of 1. Unquiet Spirits Necromancy Bound Spells"},"1802":{"id":"grand-cathay/magic-item/scrolls-of-wei-jin","path":"grand-cathay/magic-item/scrolls-of-wei-jin","title":"Scrolls of Wei-jin","pathText":"grand cathay magic item scrolls of wei jin","type":"magic-item","body":"Those fortunate enough to study the Elemental Winds in the heart of the Celestial City learn many arcane secrets. Such scholars carry with them many scrolls, heavy with knowledge. The bearer of the Scrolls of Wei-jin knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, they can only cast a number of spells equal to their Level of Wizardry per turn. Levels of Wizardry"},"1803":{"id":"grand-cathay/magic-item/seal-of-xing-po","path":"grand-cathay/magic-item/seal-of-xing-po","title":"Seal of Xing Po*","pathText":"grand cathay magic item seal of xing po","type":"magic-item","body":"The bearer of a Seal of Xing Po has studied the elemental winds for decades, mastering the Winds of Yin or Yang. 0-1 per model. If you wish, the bearer of a Seal of Xing Po may discard two of their randomly generated spells (rather than the usual one) and instead select two signature spells from either the Lore of Yang or the Lore of Yin (determined by which of those two special rules they have). Lore of Yang Lore of Yin"},"1804":{"id":"grand-cathay/magic-item/shield-of-nan-gau","path":"grand-cathay/magic-item/shield-of-nan-gau","title":"Shield of Nan-Gau","pathText":"grand cathay magic item shield of nan gau","type":"magic-item","body":"Carved from a section of the Great Bastion, the Shield of Nan-Gau is a massive stone and iron shield. The Shield of Nan-Gau is a shield. In addition, during a turn in which its bearer was charged, the Shield of Nan-Gau improves its bearer's armour value by 2 (to a maximum of 2+). Shield Armour Value"},"1805":{"id":"grand-cathay/magic-item/sigil-of-smoke-and-powder","path":"grand-cathay/magic-item/sigil-of-smoke-and-powder","title":"Sigil of Smoke & Powder","pathText":"grand cathay magic item sigil of smoke and powder","type":"magic-item","body":"Clouds of gunpowder smoke hang about the bearer of this blackened sigil, obscuring them from the enemy's sight. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"1806":{"id":"grand-cathay/magic-item/spirit-lantern","path":"grand-cathay/magic-item/spirit-lantern","title":"Spirit Lantern*","pathText":"grand cathay magic item spirit lantern","type":"magic-item","body":"The ghostly light of a Spirit Lantern reveals the denizens of the underworld and lays bare their weaknesses. A model carrying a Spirit Lantern causes Terror. In addition, a model carrying a Spirit Lantern may re-roll any rolls To Wound of a natural 1 against enemy models that are 'Daemonic' or 'Undead'. Terror"},"1807":{"id":"grand-cathay/magic-item/spirit-longma-spear","path":"grand-cathay/magic-item/spirit-longma-spear","title":"Spirit Longma Spear","pathText":"grand cathay magic item spirit longma spear","type":"magic-item","body":"Made from the horn of the Great Spirit Longma Tian Wu and able to pierce any armour, heroes of Cathay carry this spear into battle with pride. Spirit Longma Spear Profile Armour Bane (1) Magical Attacks Notes: Models whose troop type is cavalry, monster or chariot only. A Cathayan lance's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. Armour Bane (X) Magical Attacks Cavalry Monsters Chariots"},"1808":{"id":"grand-cathay/magic-item/standard-of-wei-jin","path":"grand-cathay/magic-item/standard-of-wei-jin","title":"Standard of Wei-Jin","pathText":"grand cathay magic item standard of wei jin","type":"magic-item","body":"The banner of the Dragon Emperor inspires all Cathayan soldiers who gaze upon it, while spreading disorder and panic in their foes. A unit carrying the Standard of Wei-jin causes Fear. In addition, all enemy units within 12\" of the model carrying the Standard of Wei-jin suffer a -1 modifier to their Leadership characteristic when making a Fear, Panic or Terror test. Fear Panic Tests Terror"},"1809":{"id":"grand-cathay/magic-item/sun-and-moon-blades","path":"grand-cathay/magic-item/sun-and-moon-blades","title":"Sun & Moon Blades","pathText":"grand cathay magic item sun and moon blades","type":"magic-item","body":"According to legend, the blade of the Sun brings enlightenment, whilst the blade of the Moon brings only death. Sun & Moon Blades Profile Extra Attacks (+1) Magical Attacks Requires Two Hands Notes: If the wielder of the Sun & Moon Blades is struck a Killing Blow, roll a D6. On a roll of 4+, the Killing Blow is parried and the Killing Blow is discarded with no further effect. Extra Attacks (+X) Magical Attacks Requires Two Hands Killing Blow"},"1810":{"id":"grand-cathay/magic-item/talons-of-the-storm","path":"grand-cathay/magic-item/talons-of-the-storm","title":"Talons of the Storm","pathText":"grand cathay magic item talons of the storm","type":"magic-item","body":"Talons of the Storm Profile Armour Bane (1) Magical Attacks Strike First Armour Bane (X) Magical Attacks Strike First"},"1811":{"id":"grand-cathay/magic-item/the-armour-of-the-warbird","path":"grand-cathay/magic-item/the-armour-of-the-warbird","title":"The Armour of the Warbird","pathText":"grand cathay magic item the armour of the warbird","type":"magic-item","body":"The wearer of the Armour of the Warbird takes to the skies to strike at their enemies from above. Models whose troop type is regular infantry or heavy infantry only. The Armour of the Warbird is a suit of heavy armour. In addition, the wearer gains the Counter Charge, Fly (9) and Swiftstride special rules. However, the bearer cannot join a unit. Regular Infantry Heavy Infantry Heavy Armour Counter Charge Fly (X) Swiftstride"},"1812":{"id":"grand-cathay/magic-item/the-banner-of-xen-wun","path":"grand-cathay/magic-item/the-banner-of-xen-wun","title":"The Banner of Xen Wun","pathText":"grand cathay magic item the banner of xen wun","type":"magic-item","body":"Enemies often falter before this ashen banner, touched by the spirits of Xen Wun. Enemy units that wish to declare a Stand & Shoot or Fire & Flee charge reaction against a unit carrying the Banner of Xen Wun must first make a Leadership test. If this test is passed, they may declare a Stand & Shoot or Fire & Flee charge reaction. If this test is failed, they must Hold instead. Stand & Shoot Fire & Flee Leadership Tests Hold"},"1813":{"id":"grand-cathay/magic-item/the-brazen-blade","path":"grand-cathay/magic-item/the-brazen-blade","title":"The Brazen Blade","pathText":"grand cathay magic item the brazen blade","type":"magic-item","body":"Crafted in the forges of Nan-Gau, this unusual weapon carves deep wounds that no magic can heal. The Brazen Blade Profile Magical Attacks Multiple Wounds (2) Notes: Enemy models are not permitted a Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound. Magical Attacks Multiple Wounds (X) Ward Saves Regeneration (X+)"},"1814":{"id":"grand-cathay/magic-item/the-fires-of-nan-gau","path":"grand-cathay/magic-item/the-fires-of-nan-gau","title":"The Fires of Nan-Gau*","pathText":"grand cathay magic item the fires of nan gau","type":"magic-item","body":"Cunningly crafted by the artificers of Nan-Gau, these earthenware jars contain the fury of the city's forges, ready to be unleashed upon Cathays enemies. 0-1 per model. Single Use. The Fires of Nan-Gau is a breath weapon with the following profile: The Fires of Nan-Gau Profile Breath Weapon Flaming Attacks Magical Attacks Breath Weapon Flaming Attacks Magical Attacks"},"1815":{"id":"grand-cathay/magic-item/the-jade-banner","path":"grand-cathay/magic-item/the-jade-banner","title":"The Jade Banner","pathText":"grand cathay magic item the jade banner","type":"magic-item","body":"Carved from purest jade by Cathay's finest artificers, this ancient banner fills the heart of a Jade Warrior with pride. When calculating its combat result, a unit carrying the Jade Banner may claim an additional bonus of +2 combat result points."},"1816":{"id":"grand-cathay/magic-item/the-mantle-of-heaven","path":"grand-cathay/magic-item/the-mantle-of-heaven","title":"The Mantle of Heaven","pathText":"grand cathay magic item the mantle of heaven","type":"magic-item","body":"Woven from silk harvested from the slopes of Kunlan, the wearer of these robes is filled with a measure of the Celestial Dragon's essence. Models whose troop type is infantry or cavalry only. May be worn with other armour. The wearer of the Mantle of Heaven improves their armour value by 2 (to a maximum of 2+) against non-magical shooting attacks. Infantry Cavalry"},"1817":{"id":"grand-cathay/magic-item/the-monkey-kings-wisdom","path":"grand-cathay/magic-item/the-monkey-kings-wisdom","title":"The Monkey King's Wisdom","pathText":"grand cathay magic item the monkey kings wisdom","type":"magic-item","body":"A huge and ornate club, studded with jewels and wrapped with precious metals, the Monkey King's Wisdom is a huge and brutal weapon. The Monkey King's Wisdom Profile Magical Attacks Multiple Wounds (D3) Requires Two Hands Strike Last Magical Attacks Multiple Wounds (X) Requires Two Hands Strike Last"},"1818":{"id":"grand-cathay/magic-item/the-shroud-of-shiyama","path":"grand-cathay/magic-item/the-shroud-of-shiyama","title":"The Shroud of Shiyama","pathText":"grand cathay magic item the shroud of shiyama","type":"magic-item","body":"The spectral presence of Shiyama, the Spirit Dragon, lingers about those that fight beneath this silken standard crafted in her memory. A unit carrying the Shroud of Shiyama gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Fear Terror"},"1819":{"id":"grand-cathay/magic-item/the-sword-of-nan-gau","path":"grand-cathay/magic-item/the-sword-of-nan-gau","title":"The Sword of Nan-Gau","pathText":"grand cathay magic item the sword of nan gau","type":"magic-item","body":"This shimmering blade strikes with a life of its own, seeking any weakness in the armour of those that serve the Ruinous Powers. The Sword of Nan-Gau Profile Hatred (Warriors of Chaos) Magical Attacks Hatred (X) Magical Attacks"},"1820":{"id":"grand-cathay/magic-item/the-sword-of-reason","path":"grand-cathay/magic-item/the-sword-of-reason","title":"The Sword of Reason","pathText":"grand cathay magic item the sword of reason","type":"magic-item","body":"This great blade is sometimes wielded by Yuan Bo when his duties require him to enforce the Celestial Dragon's will upon the unruly. The Sword of Reason Profile Killing Blow Magical Attacks Requires Two Hands Notes: The wielder of the Sword of Reason strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6. Killing Blow Magical Attacks Requires Two Hands Killing Blow"},"1821":{"id":"grand-cathay/magic-item/the-wrath-of-xen-yang","path":"grand-cathay/magic-item/the-wrath-of-xen-yang","title":"The Wrath of Xen Yang","pathText":"grand cathay magic item the wrath of xen yang","type":"magic-item","body":"Supposedly once wielded by the Celestial Dragon himself, this long and elegant spear burns with Dragon-fire. The Wrath of Xen Yang Profile Amour Bane (1) Flaming Attacks Magical Attacks Notes: Enemy models cannot make Regeneration saves against a wound caused by this weapon. Armour Bane (X) Flaming Attacks Magical Attacks Regeneration (X+)"},"1822":{"id":"grand-cathay/magic-item/vermilion-quills","path":"grand-cathay/magic-item/vermilion-quills","title":"Vermilion Quills*","pathText":"grand cathay magic item vermilion quills","type":"magic-item","body":"Great heroes of Grand Cathay are awarded tokens of favour in the form of a Vermilion warbird's tail feather, tokens which are said to bless the bearer with unrivalled fortune. 0-1 per model. Single Use. The bearer of a Vermilion Quill (but not their mount) can re-roll any failed rolls To Hit and/or To Wound made during the Combat phase. The Combat Phase"},"1823":{"id":"grand-cathay/magic-lore/lore-of-yang","path":"grand-cathay/magic-lore/lore-of-yang","title":"Lore of Yang","pathText":"grand cathay magic lore lore of yang","type":"magic-lore","body":"Lore of Yang Might of Heaven & Earth Signature Spell Great Bastion Signature Spell Constellation of the Dragon Signature Spell Might of Heaven & Earth Great Bastion Constellation of the Dragon"},"1824":{"id":"grand-cathay/magic-lore/lore-of-yin","path":"grand-cathay/magic-lore/lore-of-yin","title":"Lore of Yin","pathText":"grand cathay magic lore lore of yin","type":"magic-lore","body":"Lore of Yin Ancestral Warriors Signature Spell Accursed Mirror Signature Spell Spirits of Wind & Shadow Signature Spell Ancestral Warriors Accursed Mirror Spirits of Wind & Shadow"},"1825":{"id":"grand-cathay/rule/cathayan-black-powder","path":"grand-cathay/rule/cathayan-black-powder","title":"Cathayan Black Powder","pathText":"grand cathay rule cathayan black powder","type":"rule","body":"Though the production of Cathayan black powder is a closely guarded secret, they freely share their stockpiles with mercenary units and their allies when marching to war. The first time any unit in a Jade Fleet army that is armed with a handgun, a pistol, a brace of pistols, a repeater handgun, or a repeater pistol shoots, the range of that weapon is increased by 3\". Jade Fleet Handgun Pistol Brace of Pistols Repeater Handgun Repeater Pistol"},"1826":{"id":"grand-cathay/rule/cathayan-cataphracts","path":"grand-cathay/rule/cathayan-cataphracts","title":"Cathayan Cataphracts","pathText":"grand cathay rule cathayan cataphracts","type":"rule","body":"Jade Lancers are trained to fight with long cavalry spears, bringing the heavily armoured bulk of their warhorses and the weight of their numbers to bear in crushing charges that grind the enemy underfoot. When a unit in which the majority of the models have this special rule makes a follow up move, the unit counts as having charged during the next turn. Follow Up"},"1827":{"id":"grand-cathay/rule/celestial-forged-armour-x","path":"grand-cathay/rule/celestial-forged-armour-x","title":"Celestial Forged Armour (X+)","pathText":"grand cathay rule celestial forged armour x","type":"rule","body":"Created in the armouries of Wei-jin, Celestial Forged Armour is made from the meteoric ore of Kunlan. A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as 'X+'). In addition, a Wizard with this special rule may wear armour without penalty. Ward Saves"},"1828":{"id":"grand-cathay/rule/death-of-a-dragon","path":"grand-cathay/rule/death-of-a-dragon","title":"Death of a Dragon","pathText":"grand cathay rule death of a dragon","type":"rule","body":"When a Cathayan Dragon loses a Wound, that Wound is lost from both of its characteristics profiles. The first time during a game that a Cathayan Dragon is reduced to zero Wounds whilst in their Dragon form, they immediately revert to their Human form and recover D3 lost Wounds. Once this occurs, they may not take Dragon form for the remainder of the game. If a Cathayan Dragon is reduced to zero Wounds whilst in their Human form, they are removed from play as a casualty. Dragon Form Human Form"},"1829":{"id":"grand-cathay/rule/defensive-stance","path":"grand-cathay/rule/defensive-stance","title":"Defensive Stance","pathText":"grand cathay rule defensive stance","type":"rule","body":"Jade Warriors are trained to defend the walls and streets of their great cities. Unless it charged during the preceding Movement phase, or counts as having charged this turn, a unit with this special rule may re-roll any Armour Save rolls of a natural 1 made during the Combat phase. The Movement Phase Make Armour Saves (Combat) The Combat Phase"},"1830":{"id":"grand-cathay/rule/discipline-of-the-dragon","path":"grand-cathay/rule/discipline-of-the-dragon","title":"Discipline of the Dragon","pathText":"grand cathay rule discipline of the dragon","type":"rule","body":"When the defenders of Grand Cathay march to war, vast regiments of soldiers work in harmony with the wonders of the Celestial Dragon's artificers and engineers. Thus do Sky Lanterns command regiments of peasant warriors from afar, guiding them forward with wondrous precision. Once per game, during the Command sub-phase of your turn, unless it is engaged in combat, each Sky Lantern in your army may attempt to enact one of the following 'Grand Strategies' by making a Leadership test. If this test is passed, until your next Start of Turn sub-phase, all friendly Cathayan units that are currently within 12\" of that Sky Lantern are affected by the chosen Grand Strategy: Defiance of the Dragon: Whilst this Grand Strategy is in effect, affected units gain the Stubborn special rule. If an affected unit is already Stubborn, it becomes Unbreakable instead. Strength of the Everlasting Empire: Whilst this Grand Strategy is in effect, affected units whose troop type is infantry or cavalry cannot be wounded by a roll To Wound of 2, regardless of the attacker's Strength. Fury of the Falling Blade: Whilst this Grand Strategy is in effect, affected units whose troop type is regular infantry gain a +1 modifier to their Movement characteristics and may re-roll their Charge, Flee or Pursuit rolls. Command Sky Lantern Leadership Tests Start of Turn Stubborn Unbreakable Infantry Cavalry Regular Infantry"},"1831":{"id":"grand-cathay/rule/disdain-of-the-dragons","path":"grand-cathay/rule/disdain-of-the-dragons","title":"Disdain of the Dragons","pathText":"grand cathay rule disdain of the dragons","type":"rule","body":"Miao Ying is one of the most powerful of the Dragon Emperor's children. Indeed, so awe inspiring is her presence that even the mightiest of foes fall silent whilst within her aura of majesty. Enemy models that wish to issue a challenge whilst within Miao Ying's Command range must first make a Leadership test (using their own Leadership). If the enemy model wishes to issue a challenge whilst engaged in a combat Miao Ying is also engaged in, it must apply a +1 modifier to the dice roll if she is in her Human form, and a +2 modifier if she is in her Dragon form: If this test is passed, the challenge is issued as normal. If this test is failed, the challenge dies on the enemy's lips and goes unissued. Finally, challenges issued by Miao Ying cannot be refused. Command Range Leadership Tests"},"1832":{"id":"grand-cathay/rule/disengage","path":"grand-cathay/rule/disengage","title":"Disengage","pathText":"grand cathay rule disengage","type":"rule","body":"In the face of overwhelming aggression a Sky Lantern can easily disengage, climbing to the heavens before attacking once more. Should this model lose a round of combat and Give Ground, it may choose to Fall Back in Good Order instead. Enemy units can follow up as if this model had given ground, moving 2\" directly towards it, but cannot pursue it. In addition, should it win a round of combat and choose to restrain and reform, this model may choose to Fall Back in Good Order rather than remaining where it is. Give Ground Fall Back in Good Order"},"1833":{"id":"grand-cathay/rule/dragon-form","path":"grand-cathay/rule/dragon-form","title":"Dragon Form","pathText":"grand cathay rule dragon form","type":"rule","body":"In their Dragon form, the Dragons of Grand Cathay are forces of primordial destruction who take the fight directly to their enemies with tooth and claw, unconcerned with issuing commands and dictating the flow of battlelines. To represent this, whilst in their Dragon form a Cathayan Dragon follows the rules for a character whose troop type is behemoth. However, whilst in their Dragon form Cathayan Dragons do not have the Inspiring Presence rule, even if they are your army's General. Behemoths Inspiring Presence The General (Characters)"},"1834":{"id":"grand-cathay/rule/enough-for-everyone","path":"grand-cathay/rule/enough-for-everyone","title":"Enough for Everyone","pathText":"grand cathay rule enough for everyone","type":"rule","body":"Ogres enjoy loud and explosive weapons and, when they make gunpowder bombs for themselves, they make sure to bring enough for their friends. If an Ogre Loader is equipped with gunpowder bombs, the crew of the war machine that Ogre Loader has joined is also equipped with gunpowder bombs. Gunpowder Bombs"},"1835":{"id":"grand-cathay/rule/eye-of-the-dragon","path":"grand-cathay/rule/eye-of-the-dragon","title":"Eye of the Dragon","pathText":"grand cathay rule eye of the dragon","type":"rule","body":"From the vantage point of a Sky Lantern's armoured gondola, gunners signal the crews of earthbound war machines, guiding their aim. Friendly models whose weapons shoot using the Bombardment special rule can shoot using this model's line of sight rather than their own. Bombardment"},"1836":{"id":"grand-cathay/rule/grand-strategist","path":"grand-cathay/rule/grand-strategist","title":"Grand Strategist","pathText":"grand cathay rule grand strategist","type":"rule","body":"Magistrates are adept at outwitting their enemies, both across the negotiating table and on the battlefield. Unless this character is fleeing, all friendly units within their Command range, except your General, can use this character's Leadership characteristic instead of their own. In addition, once per turn a friendly unit that wins a round of combat whilst within this character's Command range may choose to Fall Back in Good Order rather than making a follow up or pursuit move. Command The General (Characters) Fall Back in Good Order"},"1837":{"id":"grand-cathay/rule/granite-sentinel","path":"grand-cathay/rule/granite-sentinel","title":"Granite Sentinel","pathText":"grand cathay rule granite sentinel","type":"rule","body":"Carved from tough granite of red, pink, grey or white and shot through with dark seams of minerals, Granite Sentinels are enduringly powerful, standing firm before even the most powerful of enemies. A Granite Sentinel improves its armour value by 1. In addition, a Granite Sentinel is immune to the Multiple Wounds (X) special rule. If a Granite Sentinel suffers an unsaved wound from an attack with this special rule, it loses a single Wound. Armour Value Multiple Wounds (X)"},"1838":{"id":"grand-cathay/rule/harmony-of-stone-and-steel","path":"grand-cathay/rule/harmony-of-stone-and-steel","title":"Harmony of Stone & Steel","pathText":"grand cathay rule harmony of stone and steel","type":"rule","body":"Under the command of Gate Masters and Gate Keepers, Cathayan soldiers serve their Dragon Emperor with unrivalled discipline. A unit joined by a character with this special rule may re-roll any failed Leadership test when attempting to reform after running down a foe, when attempting to redirect a charge, or when making a Restraint test. Leadership Tests Restrain & Reform"},"1839":{"id":"grand-cathay/rule/heavenly-beacon","path":"grand-cathay/rule/heavenly-beacon","title":"Heavenly Beacon","pathText":"grand cathay rule heavenly beacon","type":"rule","body":"Brightly coloured and illuminated from within, Sky Lanterns act as both a beacon and a rallying point to the forces of the Celestial Dragon. Unless this model is fleeing, friendly units within 12\" of it may re-roll any failed Panic or Rally test. In addition, whilst this model is on the battlefield, unless it is fleeing, you may apply a +1 or -1 modifier to the result when rolling to determine if a friendly unit with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed. Finally, a Lord Magistrate or Strategist mounted on a Sky Lantern has a Command range of 12\". Panic Tests Rally Fleeing Units Ambushers Lord Magistrate Strategist Command Range"},"1840":{"id":"grand-cathay/rule/human-form","path":"grand-cathay/rule/human-form","title":"Human Form","pathText":"grand cathay rule human form","type":"rule","body":"In their Human form, the Dragons of Grand Cathay are wise and beloved leaders that walk amongst their people and fight alongside them in battle. Whilst in their Human form, a Cathayan Dragon follows the rules for a character whose troop type is heavy infantry. Heavy Infantry"},"1841":{"id":"grand-cathay/rule/implacable","path":"grand-cathay/rule/implacable","title":"Implacable","pathText":"grand cathay rule implacable","type":"rule","body":"Once given orders, a Cathayan Sentinel will not falter in its duty, relentlessly carrying out its last commands until the task is complete. Once per game, during a turn in which it was charged, this model may choose not to Give Ground should it lose a round of combat. In addition, once per game this model may re-roll its Charge roll. Give Ground The Charge Move"},"1842":{"id":"grand-cathay/rule/jade-sentinel","path":"grand-cathay/rule/jade-sentinel","title":"Jade Sentinel","pathText":"grand cathay rule jade sentinel","type":"rule","body":"Living statues crafted from gleaming, jade megaliths by the Wizards of the Celestial Court, Jade Sentinels become conduits for sorcery, able to use spells bound to the magical stone of their bodies. A Jade Sentinel knows a single spell (chosen by their controlling player before armies are deployed from either the Battle Magic or Elementalism Lore of Magic. It may cast this spell as a Bound spell with a Power Level of 3. Battle Magic Elementalism Bound Spells"},"1843":{"id":"grand-cathay/rule/mastery-of-the-elemental-winds","path":"grand-cathay/rule/mastery-of-the-elemental-winds","title":"Mastery of the Elemental Winds","pathText":"grand cathay rule mastery of the elemental winds","type":"rule","body":"The Dragon Emperor's mastery over the Elemental Winds of Magic extends to his subjects. As a result, Wizards trained in the Celestial Court are adept at working with their fellow Wizards. Once per turn, a Wizard within your army that has this special rule and that is within 6\" of one or more friendly Wizards that also have this special rule may apply a +1 modifier to a Casting roll. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value"},"1844":{"id":"grand-cathay/rule/mastery-of-the-storm-winds","path":"grand-cathay/rule/mastery-of-the-storm-winds","title":"Mastery of the Storm Winds","pathText":"grand cathay rule mastery of the storm winds","type":"rule","body":"Through long centuries of study and practice of the elemental winds of Yang and Yin, Miao Ying's mastery of the storm has become sublime. Miao Ying may discard up to two of her randomly generated spells (rather than the usual one). When she does so, she may replace them with spells chosen from the Lore of Yang, the Lore of Yin, the signature spell of her chosen Lore of Magic, or with the following spell: The Storm Dragon's Fury The Storm Dragon's Fury Type Magic Missile Casting Value 10+ Range 18\" The target enemy unit suffers 2D3 Strength 5 hits, each with an AP of -3. These hits have the Flaming Attacks special rule. Once these hits have been resolved, the target enemy unit must Give Ground. Lore of Yang Lore of Yin The Lores of Magic The Storm Dragon's Fury The Storm Dragon's Fury Magic Missiles Flaming Attacks Give Ground"},"1845":{"id":"grand-cathay/rule/mercenary-crew","path":"grand-cathay/rule/mercenary-crew","title":"Mercenary Crew","pathText":"grand cathay rule mercenary crew","type":"rule","body":"Many Ogres find gainful employment as artillery crew within the armies of the Celestial Dragon, fulfilling roles where their size, strength and stubbornness are favourable attributes. An Ogre Loader is an additional crew member that can be taken as an upgrade to accompany a Cathayan war machine. During deployment, position an Ogre Loader with its war machine, as you would any other crew member. Once placed, an Ogre Loader cannot leave its war machine. The crew of any war machine joined by an Ogre Loader gains a + 1 modifier to its Movement characteristic and the Stubborn special rule. In addition, once per game, a Fire Rain Rocket Battery or Cathayan grand cannon that includes an Ogre Loader may fire twice during the Shooting phase, or re-roll a single Artillery dice. Stubborn Fire Rain Rocket Battery Cathayan Grand Cannon The Shooting Phase"},"1846":{"id":"grand-cathay/rule/mercenary-handgun-drill","path":"grand-cathay/rule/mercenary-handgun-drill","title":"Mercenary Handgun Drill","pathText":"grand cathay rule mercenary handgun drill","type":"rule","body":"Many mercenary units have fought all across the warring states of the Empire, learning the tricks of the trade from elite soldiers in other mercenary bands and from within various standing armies. Once per game, each unit or detachment of State Missile Troops in a Jade Fleet army can fire with one additional rank. State Missile Troops Jade Fleet"},"1847":{"id":"grand-cathay/rule/obsidian-sentinel","path":"grand-cathay/rule/obsidian-sentinel","title":"Obsidian Sentinel","pathText":"grand cathay rule obsidian sentinel","type":"rule","body":"An air of chill hangs about the Obsidian Sentinels, stilling the Winds of Magic and blinding the Mage-sight of those Wizards who would seek to harm the Celestial Dragon's realm. An Obsidian Sentinel has the Magic Resistance (-2) special rule. In addition, any enemy Wizard that wishes to cast a spell whilst within 12\" of one or more Obsidian Sentinels must first make a Leadership test. If this test is failed, the Wizard's Casting roll suffers a -3 modifier. If this test is passed, the Wizard's Casting roll suffers a -1 modifier. Magic Resistance (-X) Leadership Tests Casting Roll, Casting Result & Casting Value"},"1848":{"id":"grand-cathay/rule/supreme-matriarch-of-nan-gau","path":"grand-cathay/rule/supreme-matriarch-of-nan-gau","title":"Supreme Matriarch of Nan-Gau","pathText":"grand cathay rule supreme matriarch of nan gau","type":"rule","body":"The Celestial Dragon Guard are formidable warriors, hand-picked to serve as the personal bodyguards of the Dragons of Cathay. If your army includes Miao Ying, she must be the army's General. In addition, 0-1 unit of Jade Warriors or 0-1 unit of Jade Lancers in her army may be upgraded to Celestial Dragon Guard for +2 points per model. Celestial Dragon Guard have a +1 modifier to their Weapon Skill and Leadership characteristics (to a maximum of 10) and gain the Celestial Armour (6+) special rule. The General (Characters) Jade Warriors Jade Lancers Celestial Forged Armour (X+)"},"1849":{"id":"grand-cathay/rule/terracotta-sentinel","path":"grand-cathay/rule/terracotta-sentinel","title":"Terracotta Sentinel","pathText":"grand cathay rule terracotta sentinel","type":"rule","body":"Terracotta Sentinels are counted amongst the most ancient of the Celestial Dragon's creations. So infused are they with his magic that they are able to heal damage suffered in battle as if made of living flesh. A Terracotta Sentinel has the Regeneration (6+) special rule. Regeneration (X+)"},"1850":{"id":"grand-cathay/rule/the-elemental-winds","path":"grand-cathay/rule/the-elemental-winds","title":"The Elemental Winds","pathText":"grand cathay rule the elemental winds","type":"rule","body":"The Winds of Magic bend to the will of the Celestial Dragon, the better to serve the needs of his people. During each of their Start of Turn sub-phases, the Grand Cathay player rolls a D6 to determine which of the Elemental Winds blow the strongest: On a roll of 1-2, the Winds grow still and nothing happens. On a roll of 3-4, the Winds of Yang blow strongest. On a roll of 5-6, the Winds of Yin blow strongest. Winds of Yang Until your next Start of Turn sub-phase, Wizards with the Lore of Yang special rule increase their Dispel range and the range of any Enchantment spells they know by 3\". In addition, all friendly models with the Will of the Dragons special rule gain one* of the following modifiers: +1 Movement +1 Initiative Winds of Yin Until your next Start of Turn sub-phase, Wizards with the Lore of Yin special rule increase the range of any Hex or Magic Missile spells they know by 3\". In addition, all friendly models with the Will of the Dragons special rule gain one* of the following modifiers: +1 Weapon Skill +1 Leadership *Note that all eligible models gain the same modifier. Start of Turn Lore of Yang Enchantment Will of the Dragons Lore of Yin Hex Magic Missiles"},"1851":{"id":"grand-cathay/rule/thunderous-impact","path":"grand-cathay/rule/thunderous-impact","title":"Thunderous Impact","pathText":"grand cathay rule thunderous impact","type":"rule","body":"Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6\" of the strike point when a Cathayan grand cannon shoots suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule. Start of Turn Swiftstride"},"1852":{"id":"grand-cathay/rule/tower-shields","path":"grand-cathay/rule/tower-shields","title":"Tower Shields","pathText":"grand cathay rule tower shields","type":"rule","body":"These large, heavy shields not only offer unrivalled protection, but provide a stable platform upon which to balance the length and weight of a long-barrelled gun. A tower shield is a shield that improves its wielder's armour value by 3 (rather than the usual 1) against attacks made by enemy models that lie within the wielder's front arc. However, a tower shield offers no protection to its wielder against attacks made by enemy models that lie within the wielder's flank or rear arcs. Armour Value"},"1853":{"id":"grand-cathay/rule/transformation","path":"grand-cathay/rule/transformation","title":"Transformation","pathText":"grand cathay rule transformation","type":"rule","body":"In addition to transforming when reduced to zero Wounds, a Cathayan Dragon may transform from their Human form to their Dragon form, or vice versa, during the Command sub-phase of any of their turns. To do this, simply place the model that represents the form the Cathayan Dragon is transforming into so that it is: Within 6\" of the model representing the Cathayan Dragon's current form. Not within 1\" of any friendly models. Not within 3\" of any enemy Once the model representing the Cathayan Dragon's new form has been placed, remove the model representing its previous form from play. When a Cathayan Dragon transforms in this way, it immediately recovers D3 lost Wounds. A Cathayan Dragon cannot declare a charge during a turn in which it transformed and counts as having moved for the purposes of shooting, but can otherwise move normally during the Remaining Moves sub-phase. Note that when a Cathayan Dragon transforms from their Human to their Dragon form in this way, they immediately leave any unit they were part of and that transforming allows a Cathayan Dragon to leave combat. Human Form Dragon Form Command"},"1854":{"id":"grand-cathay/rule/transformation-of-the-dragon","path":"grand-cathay/rule/transformation-of-the-dragon","title":"Transformation of the Dragon","pathText":"grand cathay rule transformation of the dragon","type":"rule","body":"The children of the Celestial Dragon are mighty creatures of unimaginable age and, though they choose to live as humans amongst the people of Grand Cathay, in battle they do not hesitate to reveal their true forms and unleash their might upon their enemies. A Cathayan Dragon may adopt both Human and Dragon forms. To represent this, you may choose a Cathayan Dragon's form at the start of the game by simply placing the appropriate model on the battlefield during deployment. Each form has its own profile of characteristics."},"1855":{"id":"grand-cathay/rule/unity-and-harmony","path":"grand-cathay/rule/unity-and-harmony","title":"Unity & Harmony","pathText":"grand cathay rule unity and harmony","type":"rule","body":"The soldiers of Grand Cathay are renowned for their devotion to the protection of their homeland, but will fight and die beside their allies to ensure their towns and villages are kept free from danger. Any unit of Jade Warriors or Jade Lancers within 3\" of a friendly Mercenary unit may re-roll To Hit rolls of 1 during the Combat phase. Jade Warriors Jade Lancers Mercenaries The Combat Phase"},"1856":{"id":"grand-cathay/rule/wailing-spirits","path":"grand-cathay/rule/wailing-spirits","title":"Wailing Spirits","pathText":"grand cathay rule wailing spirits","type":"rule","body":"Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Panic Tests"},"1857":{"id":"grand-cathay/rule/war-balloons","path":"grand-cathay/rule/war-balloons","title":"War Balloons","pathText":"grand cathay rule war balloons","type":"rule","body":"As well as tracking the movements of enemy forces, the Sky Lanterns of Grand Cathay can descend upon their foes from any direction to unleash a torrent of Crane gun fire and gunpowder bombs. 0-1 Sky Lantern per 1,000 points may have the Ambushers special rule for +15 points. In addition, once per game a Sky Lantern that is held in reserve may re-roll the dice when rolling to determine if it arrives this turn as reinforcements or is delayed. Sky Lantern Ambushers"},"1858":{"id":"grand-cathay/rule/warpstone-sentinel","path":"grand-cathay/rule/warpstone-sentinel","title":"Warpstone Sentinel","pathText":"grand cathay rule warpstone sentinel","type":"rule","body":"Formed from clay infused with warpstone dust, Warpstone Sentinels shimmer with a dull light that hurts the eyes. Those that linger in their presence quickly sicken, succumbing to the taint of chaos. A Warpstone Sentinel has the Magical Attacks special rule. In addition, whilst in base contact with one or more Warpstone Sentinels, enemy units suffer a - 1 modifier to their Toughness characteristic (to a minimum of 1). Magical Attacks"},"1859":{"id":"grand-cathay/rule/warriors-of-the-field","path":"grand-cathay/rule/warriors-of-the-field","title":"Warriors of the Field","pathText":"grand cathay rule warriors of the field","type":"rule","body":"The peasants of Grand Cathay work the land in service of the Celestial Dragon. Through such labour they become accustomed to traversing difficult terrain, learning to do so with the greatest of ease. Units of Peasant Levy do not become Disrupted by difficult or dangerous terrain. In addition, 0-1 unit of Peasant Levy per 1,000 points may have the Move Through Cover special rule for +20 points. Peasant Levy Disrupted Units Difficult Terrain Dangerous Terrain Move Through Cover"},"1860":{"id":"grand-cathay/rule/warriors-of-the-land","path":"grand-cathay/rule/warriors-of-the-land","title":"Warriors of the Land","pathText":"grand cathay rule warriors of the land","type":"rule","body":"Stoic in their defence of their realm and fearless in their duty to serve the Celestial Dragon, the humble peasant warriors of Grand Cathay give ground reluctantly before the foe. When a unit of Peasant Levy Falls Back in Good Order, it may choose which dice to discard when making its Flee roll, rather than automatically discarding the lowest result. Peasant Levy Fall Back in Good Order"},"1861":{"id":"grand-cathay/rule/warriors-of-the-wind","path":"grand-cathay/rule/warriors-of-the-wind","title":"Warriors of the Wind","pathText":"grand cathay rule warriors of the wind","type":"rule","body":"Peasant regiments are more familiar with the landscape than the soldiers of the cities, enabling them to advance upon the enemy, swiftly and unseen. 0-1 unit of Peasant Levy per 1,000 points may have the Reserve Move and Scouts special rules for +2 points per model. Peasant Levy Reserve Move Scouts"},"1862":{"id":"grand-cathay/rule/will-of-the-dragons","path":"grand-cathay/rule/will-of-the-dragons","title":"Will of the Dragons","pathText":"grand cathay rule will of the dragons","type":"rule","body":"For the people of Grand Cathay loyalty to their Dragon masters is paramount. They know, as long as they are true to their will, the Empire of Grand Cathay will never falter before her enemies. A unit with this special rule may re-roll a failed Panic test when a friendly unit is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit. Panic Tests"},"1863":{"id":"grand-cathay/rule/wrath-of-the-storm","path":"grand-cathay/rule/wrath-of-the-storm","title":"Wrath of the Storm","pathText":"grand cathay rule wrath of the storm","type":"rule","body":"The Storm Dragon is known for her unrelenting fervour in the defence of Grand Cathay against the marauding tribes of the north, a trait she passes on to those who fight beneath her banners. All units of Jade Warriors and Jade Lancers included in an army that is led by Miao Ying gain the Hatred (Warriors of Chaos & Daemonic models) special rule. Jade Warriors Jade Lancers Hatred (X)"},"1864":{"id":"grand-cathay/spell/accursed-mirror","path":"grand-cathay/spell/accursed-mirror","title":"Accursed Mirror","pathText":"grand cathay spell accursed mirror","type":"spell","body":"The Wizard creates a magical barrier of shifting darkness and howling wind around the enemy. This barrier snatches the enemy's missiles from the air and swallows the tips of their spears, instantly turning the lethal power of these weapons back upon their bearers. Type Hex Casting Value 9+ Range 15\" Until your next Start of Turn sub-phase, any rolls To Hit of a natural 1 made by the target enemy unit during either the Shooting phase or the Combat phase result in a Strength 3 hit with an AP of -1 which must be resolved against the target enemy unit. This spell may target an enemy unit engaged in combat. Hex Start of Turn The Shooting Phase The Combat Phase Armour Piercing"},"1865":{"id":"grand-cathay/spell/ancestral-warriors","path":"grand-cathay/spell/ancestral-warriors","title":"Ancestral Warriors","pathText":"grand cathay spell ancestral warriors","type":"spell","body":"Type Assailment Casting Value 7+/11+ Range Combat If this spell is cast with a casting result of 7 or more, a single enemy unit the caster is engaged in combat with suffers 2D3 Strength 2 hits, each with an AP of -. If this spell is cast with a casting result of 11 or more, the target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -1. This spell has the Armour Bane (2) special rule. Assailment Armour Piercing Armour Bane (X)"},"1866":{"id":"grand-cathay/spell/constellation-of-the-dragon","path":"grand-cathay/spell/constellation-of-the-dragon","title":"Constellation of the Dragon","pathText":"grand cathay spell constellation of the dragon","type":"spell","body":"Blazing starlight leaps from the Wizard's fingertips, dancing and forming a simulacrum of the constellation of the Dragon Emperor above the battlefield. Type Magic Missile Casting Value 7+/11+ Range 18\" If this spell is cast with a casting result of 7 or more, the target enemy unit suffers D6+1 Strength 4 hits, each with an AP of -. If this spell is cast with a casting result of 11 or more, the target enemy unit suffers 2D6+2 Strength 4 hits, each with an AP of -1. Magic Missiles Armour Piercing"},"1867":{"id":"grand-cathay/spell/great-bastion","path":"grand-cathay/spell/great-bastion","title":"Great Bastion","pathText":"grand cathay spell great bastion","type":"spell","body":"With a word of power from the Wizard, the earth cracks and buckles as it is transformed into ramparts upon which gleaming battlements burn with celestial flame. Type Enchantment Casting Value 9+ Range 12\" Remains in Play. The target friendly unit gains a 6+ Ward save against any wounds suffered. In addition, every model within the front rank of an enemy unit that ends its charge move in base contact with the target unit whilst this spell is in play must make a Dangerous Terrain test. Any Wounds lost are counted as 'unsaved wounds inflicted' when calculating the combat result. However, whilst this spell is in play the target unit cannot march or charge. This spell may target a friendly unit engaged in combat. Enchantment Remains in Play Ward Saves Dangerous Terrain Marching The Charge Move"},"1868":{"id":"grand-cathay/spell/might-of-heaven-and-earth","path":"grand-cathay/spell/might-of-heaven-and-earth","title":"Might of Heaven & Earth","pathText":"grand cathay spell might of heaven and earth","type":"spell","body":"Calling upon the elemental energies of earth and heaven, the Wizard and those around them become imbued with the pure power of the Yang. Type Enchantment Casting Value 9+/12+ Range Self If this spell is cast with a casting result of 9 or more, the caster, their mount and any unit they have joined, gain a +1 modifier to their Weapon Skill and Strength characteristics (to a maximum of 10), and gain the Flaming Attacks special rule. If this spell is cast with a casting result of 12 or more, all friendly units that are within the caster's Command range when this spell is cast gain a + 1 modifier to their Weapon Skill and Strength characteristics (to a maximum of 10), and gain the Flaming Attacks special rule. This spell lasts until the end of this turn. Enchantment Range 'Self' Spells Flaming Attacks Command Range"},"1869":{"id":"grand-cathay/spell/spirits-of-wind-and-shadow","path":"grand-cathay/spell/spirits-of-wind-and-shadow","title":"Spirits of Wind & Shadow","pathText":"grand cathay spell spirits of wind and shadow","type":"spell","body":"Elemental spirits descend upon the foe, enveloping them in a whirlwind of flickering shapes and ghostly gales. As they try to advance, those afflicted find themselves waylaid by the grasping talons of unseen spirits and buffeted by spectral winds. Type Hex Casting Value 10+ Range 15\" Until your next Start of Turn sub-phase, the target enemy unit becomes subject to the Random Movement (D6) special rule. Hex Start of Turn Random Movement"},"1870":{"id":"grand-cathay/spell/the-storm-dragons-fury","path":"grand-cathay/spell/the-storm-dragons-fury","title":"The Storm Dragon's Fury","pathText":"grand cathay spell the storm dragons fury","type":"spell","body":"With a quick gesture, Miao Ying summons forth lightning from the skies to strike at her foes. Type Magic Missile Casting Value 10+ Range 18\" The target enemy unit suffers 2D3 Strength 5 hits, each with an AP of -3. These hits have the Flaming Attacks special rule. Once these hits have been resolved, the target enemy unit must Give Ground. Magic Missiles Flaming Attacks Give Ground"},"1871":{"id":"grand-cathay/unit/astromancer","path":"grand-cathay/unit/astromancer","title":"Astromancer","pathText":"grand cathay unit astromancer","type":"unit","body":"Astromancer Cost 65 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore High Magic Equipment Hand weapon Special Rules Magical Attacks Magic Resistance (-1) Mastery of the Elemental Winds Options Must choose one of the following special rules: Lore of Yang (Free) Lore of Yin (Free) May be mounted on a Cathayan Horse (+16 points) An Astromancer may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion High Magic Hand Weapon Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Mastery of the Elemental Winds Mastery of the Elemental Winds Lore of Yang Lore of Yin Cathayan Horse"},"1872":{"id":"grand-cathay/unit/cathayan-grand-cannon","path":"grand-cathay/unit/cathayan-grand-cannon","title":"Cathayan Grand Cannon","pathText":"grand cathay unit cathayan grand cannon","type":"unit","body":"Grand Cannon Cathayan Artillery Crew (x3) Cost 130 Base Size 60 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Grand cannon hand weapons light armour Special Rules Skirmishers Options May have an Ogre Loader (+35 points) Optional Rules Ogre Loader War Machines War Machines Grand Cannon Grand Cannon Hand Weapon Hand Weapon Light Armour Light Armour Skirmish Formation Skirmish Formation Ogre Loader Ogre Loader Ogre Loader"},"1873":{"id":"grand-cathay/unit/cathayan-horse","path":"grand-cathay/unit/cathayan-horse","title":"Cathayan Horse","pathText":"grand cathay unit cathayan horse","type":"unit","body":"Cathayan Horse Cost 16 Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge Swiftstride Swiftstride"},"1874":{"id":"grand-cathay/unit/cathayan-sentinel","path":"grand-cathay/unit/cathayan-sentinel","title":"Cathayan Sentinel","pathText":"grand cathay unit cathayan sentinel","type":"unit","body":"Cathayan Sentinel Cost 230 Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Hand weapon great blade terracotta armour (counts as heavy armour) Special Rules Close Order Immune to Psychology Implacable Large Target Stomp Attacks (D3+1) Terror Timmm-berrr! Unbreakable Options A Cathayan Sentinel must be one of the following: Terracotta Sentinel (Free) Jade Sentinel (+20 points) Obsidian Sentinel (+25 points) Granite Sentinel (+35 points) Warpstone Sentinel (+40 points) Optional Rules Terracotta Sentinel Jade Sentinel Obsidian Sentinel Granite Sentinel Warpstone Sentinel Behemoths Monsters Hand Weapon Hand Weapon Great Blade Great Blade Heavy Armour Heavy Armour Close Order Close Order Immune to Psychology Immune to Psychology Implacable Implacable Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable Terracotta Sentinel Jade Sentinel Obsidian Sentinel Granite Sentinel Warpstone Sentinel Terracotta Sentinel Jade Sentinel Obsidian Sentinel Granite Sentinel Warpstone Sentinel"},"1875":{"id":"grand-cathay/unit/cathayan-warhorse","path":"grand-cathay/unit/cathayan-warhorse","title":"Cathayan Warhorse","pathText":"grand cathay unit cathayan warhorse","type":"unit","body":"Cathayan Warhorse Cost 16 Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Cathayan Cataphracts Counter Charge Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Cathayan Cataphracts Cathayan Cataphracts Counter Charge Counter Charge Swiftstride Swiftstride"},"1876":{"id":"grand-cathay/unit/crane-gunner-teams","path":"grand-cathay/unit/crane-gunner-teams","title":"Crane Gunner Teams","pathText":"grand cathay unit crane gunner teams","type":"unit","body":"Crane Gunner Team Cost 16 Base Size 25 x 50 mm Unit Size 3-8 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons crane guns light armour tower shields Special Rules Open Order Options 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1 points per model) Have the Reserve Move special rule (+2 points per model) Optional Rules Ambushers Reserve Move Regular Infantry Infantry Hand Weapon Hand Weapon Crane Gun Crane Gun Light Armour Light Armour Tower Shields Tower Shields Open Order Formation Open Order Formation Ambushers Reserve Move Ambushers Ambushers Reserve Move Reserve Move"},"1877":{"id":"grand-cathay/unit/fire-rain-rocket-battery","path":"grand-cathay/unit/fire-rain-rocket-battery","title":"Fire Rain Rocket Battery","pathText":"grand cathay unit fire rain rocket battery","type":"unit","body":"Fire Rain Rocket Cathayan Artillery Crew (x3) Cost 130 Base Size 60 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Fire rain rocket hand weapons light armour Special Rules Skirmishers Options May have an Ogre Loader (+35 points) Optional Rules Ogre Loader War Machines War Machines Fire Rain Rocket Fire Rain Rocket Hand Weapon Hand Weapon Light Armour Light Armour Skirmish Formation Skirmish Formation Ogre Loader Ogre Loader Ogre Loader"},"1878":{"id":"grand-cathay/unit/gate-keeper","path":"grand-cathay/unit/gate-keeper","title":"Gate Keeper","pathText":"grand cathay unit gate keeper","type":"unit","body":"Gate Keeper Cost 45 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour shield Special Rules Harmony of Stone & Steel Will of the Dragons Options May take one of the following: Celestial blade (+6 points) Cathayan lance (+4 points) May be mounted on a Cathayan Warhorse (+16 points) A Gate Keeper may purchase magic items up to a total of 50 points Optional Rules Celestial Blade Cathayan Lance Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Harmony of Stone & Steel Harmony of Stone & Steel Will of the Dragons Will of the Dragons Celestial Blade Cathayan Lance Cathayan Warhorse Celestial Blade Celestial Blade Cathayan Lance Cathayan Lance"},"1879":{"id":"grand-cathay/unit/gate-master","path":"grand-cathay/unit/gate-master","title":"Gate Master","pathText":"grand cathay unit gate master","type":"unit","body":"Gate Master Cost 80 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour shield Special Rules Harmony of Stone & Steel Will of the Dragons Options May take one of the following: Celestial blade (+6 points) Cathayan lance (+4 points) May be mounted on a Cathayan Warhorse (+16 points) A Gate Master may purchase magic items up to a total of 100 points Optional Rules Celestial Blade Cathayan Lance Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Harmony of Stone & Steel Harmony of Stone & Steel Will of the Dragons Will of the Dragons Celestial Blade Cathayan Lance Cathayan Warhorse Celestial Blade Celestial Blade Cathayan Lance Cathayan Lance"},"1880":{"id":"grand-cathay/unit/iron-hail-gunners","path":"grand-cathay/unit/iron-hail-gunners","title":"Iron Hail Gunners","pathText":"grand cathay unit iron hail gunners","type":"unit","body":"Iron Hail Gunner Marksman Cost 12 Base Size 25 x 25 mm Unit Size 4-12 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons iron hail guns light armour Special Rules Open Order Skirmishers Options The entire unit may take gunpowder bombs (+2 points per model) Any unit may upgrade one model to a Marksman (champion) (+6 points per unit) Optional Rules Gunpowder Bombs Regular Infantry Infantry Hand Weapon Hand Weapon Iron Hail Gun Iron Hail Gun Light Armour Light Armour Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Gunpowder Bombs Gunpowder Bombs"},"1881":{"id":"grand-cathay/unit/jade-lancers","path":"grand-cathay/unit/jade-lancers","title":"Jade Lancers","pathText":"grand cathay unit jade lancers","type":"unit","body":"Jade Lancer Jade Lancer Officer Cathayan Warhorse Cost 20 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Jade Lancers: Hand weapons, Cathayan lances, heavy armour and shields Cathayan Warhorses: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Cathayan Cataphracts Close Order Counter Charge Horde Swiftstride Will of the Dragons Options Any unit may: Upgrade one model to a Jade Lancer Officer (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Jade Lancer Officer may purchase magic items up to a total of 50 points 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1 point per model) Have the Drilled special rule (+1 point per model) Have the Stubborn special rule (+2 point per model) Optional Rules Ambushers Drilled Stubborn Heavy Cavalry Cavalry Hand Weapon Cathayan Lance Heavy Armour Shield Hand Weapon Barding Cathayan Cataphracts Cathayan Cataphracts Close Order Close Order Counter Charge Counter Charge Horde Horde Swiftstride Swiftstride Will of the Dragons Will of the Dragons Ambushers Drilled Stubborn Ambushers Ambushers Drilled Drilled Stubborn Stubborn"},"1882":{"id":"grand-cathay/unit/jade-warriors","path":"grand-cathay/unit/jade-warriors","title":"Jade Warriors","pathText":"grand cathay unit jade warriors","type":"unit","body":"Jade Warrior Jade Officer Cost 8 Base Size 25 x 25 mm Unit Size 5+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Close Order Defensive Stance Detachment Regimental Unit Will of the Dragons Options The entire unit must take one of the following: Halberds (Free) Shields (Free) Any unit may: Upgrade one model to a Jade Officer (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Jade Officer may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Stubborn special rule (+2 point per model) Purchase a magic standard worth up to 50 points Optional Rules Drilled Stubborn Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Close Order Close Order Defensive Stance Defensive Stance Detachment Special Rules Detachment Special Rules Regimental Unit Regimental Unit Will of the Dragons Will of the Dragons Halberd Shield Drilled Stubborn Drilled Drilled Stubborn Stubborn"},"1883":{"id":"grand-cathay/unit/lord-magistrate","path":"grand-cathay/unit/lord-magistrate","title":"Lord Magistrate","pathText":"grand cathay unit lord magistrate","type":"unit","body":"Lord Magistrate Cost 65 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Grand Strategist Harmony of Stone & Steel Will of the Dragons Options May take one of the following: Gunpowder bombs (+5 points) Dragon fire bombs (+10 points) May be mounted on a Sky Lantern (+135 points) A Lord Magistrate may purchase magic items up to a total of 100 points Optional Rules Gunpowder Bombs Dragon Fire Bombs Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Grand Strategist Grand Strategist Harmony of Stone & Steel Harmony of Stone & Steel Will of the Dragons Will of the Dragons Gunpowder Bombs Dragon Fire Bombs Sky Lantern Gunpowder Bombs Gunpowder Bombs Dragon Fire Bombs Dragon Fire Bombs"},"1884":{"id":"grand-cathay/unit/miao-ying","path":"grand-cathay/unit/miao-ying","title":"Miao Ying","pathText":"grand cathay unit miao ying","type":"unit","body":"Miao Ying is a Cathayan Dragon. She may be included in any Empire of Grand Cathay army made using any army composition list that includes this option. She must be fielded as presented here. In her Human form, Miao Ying's troop type is heavy infantry (named character), in her Dragon form, it is behemoth (named character). Human Form Dragon Form Cost 485 Base Size 50 x 50 mm (Human form), 100 x 150 mm (Dragon form) Unit Size 1 Troop Type Heavy Infantry Troop Type Behemoth Troop Type Named Character Unit Category Infantry Wizard Level 4 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Equipment Human Form: Talons of the Storm and heavy armour Dragon Form: Talons of the Storm, Dragon fire and Draconic scales (counts as full plate armour) Special Rules Celestial Forged Armour (5+) Disdain of the Dragons Hatred (Warriors of Chaos & Daemonic models) Fly (9) (Dragon Form only) Large Target (Dragon Form only) Magic Resistance (-1) Mastery of the Storm Winds Mastery of the Elemental Winds Rallying Cry (Human Form only) Stomp Attacks (D6) (Dragon Form only) Stubborn Supreme Matriarch of Nan-Gau Swiftstride (Dragon Form only) Terror (Dragon Form only) Transformation of the Dragon Will of the Dragons Wrath of the Storm Heavy Infantry Behemoths Named Characters (Warhammer Armies) Infantry Battle Magic Elementalism High Magic Talons of the Storm Heavy Armour Talons of the Storm Dragon Fire Full Plate Armour Celestial Forged Armour (X+) Celestial Forged Armour (X+) Disdain of the Dragons Disdain of the Dragons Hatred (X) Hatred (X) Fly (X) Fly (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Mastery of the Storm Winds Mastery of the Storm Winds Mastery of the Elemental Winds Mastery of the Elemental Winds Rallying Cry Rallying Cry Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Supreme Matriarch of Nan-Gau Supreme Matriarch of Nan-Gau Swiftstride Swiftstride Terror Terror Transformation of the Dragon Transformation of the Dragon Will of the Dragons Will of the Dragons Wrath of the Storm Wrath of the Storm"},"1885":{"id":"grand-cathay/unit/ogre-loader","path":"grand-cathay/unit/ogre-loader","title":"Ogre Loader","pathText":"grand cathay unit ogre loader","type":"unit","body":"Ogre Loader Cost 35 Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Infantry Unit Category War Machine Equipment Hand weapon light armour Special Rules Enough for Everyone Mercenary Crew Options May take gunpowder bombs (+8 points) Monstrous Infantry War Machines Hand Weapon Hand Weapon Light Armour Light Armour Enough for Everyone Enough for Everyone Mercenary Crew Mercenary Crew Gunpowder Bombs"},"1886":{"id":"grand-cathay/unit/peasant-levy","path":"grand-cathay/unit/peasant-levy","title":"Peasant Levy","pathText":"grand cathay unit peasant levy","type":"unit","body":"Peasant Soldier Peasant Elder Cost 4 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Horde Warband Options The entire unit must take one of the following: Long spears (Free) Warbows (Free) Any unit may: Upgrade one model to a Peasant Elder (champion) (+1 point per model) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Replace the Close Order special rule with Skirmishers (Free) 0-1 unit per 1,000 points may have the Ambushers special rule (+1 point per model) Optional Rules Long Spears Skirmishers Ambushers Regular Infantry Infantry Hand Weapon Hand Weapon Close Order Close Order Horde Horde Warband Warband Long Spear Warbow Close Order Skirmish Formation Ambushers Long Spear Long Spear Skirmish Formation Skirmish Formation Ambushers Ambushers"},"1887":{"id":"grand-cathay/unit/shugengan-general","path":"grand-cathay/unit/shugengan-general","title":"Shugengan General","pathText":"grand cathay unit shugengan general","type":"unit","body":"Shugengan General Great Spirit Longma Cost 145 Base Size 60 x 100 mm Unit Size 1 Troop Type Monstrous Creature Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore High Magic Equipment Shugengan: Hand weapon, iron talons and light armour Great Spirit Longma: Crown of horns Special Rules Armoured Hide (2) Celestial Forged Armour (5+) Counter Charge Fear Fly (9) Impact Hits (D3+1) Mastery of the Elemental Winds Swiftstride Will of the Dragons Options May take one of the following: Celestial blade (+6 points) Cathayan lance (+4 points) May take a dragon fire pistol (+4 points) May replace light armour with heavy armour (+4 points) Must choose one of the following special rules: Lore of Yang (Free) Lore of Yin (Free) A Shugengan General may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Optional Rules Celestial Blade Cathayan Lance Dragon Fire Pistol Monstrous Creatures Characters (Troop Types) Monsters Battle Magic Elementalism Illusion High Magic Hand Weapon Iron Talons Light Armour Crown of Horns (Grand Cathay) Armoured Hide (X) Armoured Hide (X) Celestial Forged Armour (X+) Celestial Forged Armour (X+) Counter Charge Counter Charge Fear Fear Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Mastery of the Elemental Winds Mastery of the Elemental Winds Swiftstride Swiftstride Will of the Dragons Will of the Dragons Celestial Blade Cathayan Lance Dragon Fire Pistol Light Armour Heavy Armour Lore of Yang Lore of Yin Celestial Blade Celestial Blade Cathayan Lance Cathayan Lance Dragon Fire Pistol Dragon Fire Pistol"},"1888":{"id":"grand-cathay/unit/shugengan-lord","path":"grand-cathay/unit/shugengan-lord","title":"Shugengan Lord","pathText":"grand cathay unit shugengan lord","type":"unit","body":"Shugengan Lord Great Spirit Longma Cost 220 Base Size 60 x 100 mm Unit Size 1 Troop Type Monstrous Creature Troop Type Character Unit Category Monster Wizard Level 2 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore High Magic Equipment Shugengan: Hand weapon, iron talons and light armour Great Spirit Longma: Crown of horns Special Rules Armoured Hide (2) Celestial Forged Armour (5+) Counter Charge Fear Fly (9) Impact Hits (D3+1) Mastery of the Elemental Winds Swiftstride Will of the Dragons Options May take one of the following: Celestial blade (+6 points) Cathayan lance (+4 points) May take a dragon fire pistol (+4 points) May replace light armour with heavy armour (+4 points) Must choose one of the following special rules: Lore of Yang (Free) Lore of Yin (Free) A Shugengan Lord may: Be a Level 3 Wizard (+30 points) Be a Level 4 Wizard (+60 points) Purchase magic items up to a total of 100 points Optional Rules Celestial Blade Cathayan Lance Dragon Fire Pistol Monstrous Creatures Characters (Troop Types) Monsters Battle Magic Elementalism Illusion High Magic Hand Weapon Iron Talons Light Armour Crown of Horns (Grand Cathay) Armoured Hide (X) Armoured Hide (X) Celestial Forged Armour (X+) Celestial Forged Armour (X+) Counter Charge Counter Charge Fear Fear Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Mastery of the Elemental Winds Mastery of the Elemental Winds Swiftstride Swiftstride Will of the Dragons Will of the Dragons Celestial Blade Cathayan Lance Dragon Fire Pistol Light Armour Heavy Armour Lore of Yang Lore of Yin Celestial Blade Celestial Blade Cathayan Lance Cathayan Lance Dragon Fire Pistol Dragon Fire Pistol"},"1889":{"id":"grand-cathay/unit/sky-lantern","path":"grand-cathay/unit/sky-lantern","title":"Sky Lantern","pathText":"grand cathay unit sky lantern","type":"unit","body":"Sky Lantern Lantern Gunners (x4) Commander (x1) Cost 135 Base Size 100 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Lantern Gunners: Hand weapons Commander: Hand weapon Special Rules Close Order Disengage Eye of the Dragon Feigned Flight Fire & Flee Flammable Fly (8) Heavenly Beacon Impact Hits (D3+1, Sky Lantern only) Large Target Reserve Move Scouts Options The Lantern Gunners and Commander must take one of the following: Sky Lantern Crane Guns (Free) Iron hail guns and gunpowder bombs (Free) Iron hail guns and dragon fire bombs (+20 points) May take Sky Lantern bombs (+15 points) Optional Rules Sky Lantern Crane Gun Iron Hail Gun Gunpowder Bombs Dragon Fire Bombs Character Mount: A Sky Lantern may be included in your army as a character's mount. If so, its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Hand Weapon Close Order Close Order Disengage Disengage Eye of the Dragon Eye of the Dragon Feigned Flight Feigned Flight Fire & Flee Fire & Flee Flammable Flammable Fly (X) Fly (X) Heavenly Beacon Heavenly Beacon Impact Hits (X) Impact Hits (X) Large Target Large Target Reserve Move Reserve Move Scouts Scouts Sky Lantern Crane Gun Iron Hail Gun Gunpowder Bombs Iron Hail Gun Dragon Fire Bombs Sky Lantern Crane Gun Iron Hail Gun Gunpowder Bombs Dragon Fire Bombs"},"1890":{"id":"grand-cathay/unit/strategist","path":"grand-cathay/unit/strategist","title":"Strategist","pathText":"grand cathay unit strategist","type":"unit","body":"Strategist Cost 40 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Grand Strategist Harmony of Stone & Steel Will of the Dragons Options May take one of the following: Gunpowder bombs (+5 points) Dragon fire bombs (+10 points) A Strategist may purchase magic items up to a total of 50 points Optional Rules Gunpowder Bombs Dragon Fire Bombs Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Grand Strategist Grand Strategist Harmony of Stone & Steel Harmony of Stone & Steel Will of the Dragons Will of the Dragons Gunpowder Bombs Dragon Fire Bombs Gunpowder Bombs Gunpowder Bombs Dragon Fire Bombs Dragon Fire Bombs"},"1891":{"id":"grand-cathay/unit/supreme-astromancer","path":"grand-cathay/unit/supreme-astromancer","title":"Supreme Astromancer","pathText":"grand cathay unit supreme astromancer","type":"unit","body":"Supreme Astromancer Cost 125 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 2 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore High Magic Equipment Hand weapon Special Rules Magical Attacks Magic Resistance (-1) Mastery of the Elemental Winds Options Must choose one of the following special rules: Lore of Yang (Free) Lore of Yin (Free) May be mounted on a Cathayan Horse (+16 points) A Supreme Astromancer may: Be a Level 4 Wizard (+60 points) Purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion High Magic Hand Weapon Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Mastery of the Elemental Winds Mastery of the Elemental Winds Lore of Yang Lore of Yin Cathayan Horse"},"1892":{"id":"grand-cathay/weapon/cathayan-lance","path":"grand-cathay/weapon/cathayan-lance","title":"Cathayan Lance","pathText":"grand cathay weapon cathayan lance","type":"rule","body":"Cathayan cavalry use long, heavy spears similar to lances, but light enough that the weapons of multiple ranks can be brought to bear in the press of melee. Cathayan Lance Profile Armour Bane (1) Fight in Extra Rank Notes: Models whose troop type is cavalry, monster or chariot only. A Cathayan lance's Strength and Armour Piercing modifiers apply only against enemy models the wielder charged that turn. Armour Bane (X) Fight in Extra Rank Cavalry Monsters Chariots"},"1893":{"id":"grand-cathay/weapon/celestial-blade","path":"grand-cathay/weapon/celestial-blade","title":"Celestial Blade","pathText":"grand cathay weapon celestial blade","type":"rule","body":"Forged by the finest blade masters in Cathay, a Celestial blade is made from meteoric iron mined from the slopes of Mount Kunlan, and few swords are as sharp or well-balanced. Celestial Blade Profile Strike First Strike First"},"1894":{"id":"grand-cathay/weapon/crane-gun","path":"grand-cathay/weapon/crane-gun","title":"Crane Gun","pathText":"grand cathay weapon crane gun","type":"rule","body":"Crane Gun Profile Armour Bane (2) Cumbersome Move or Shoot Armour Bane (X) Cumbersome Move or Shoot"},"1895":{"id":"grand-cathay/weapon/crown-of-horns-grand-cathay","path":"grand-cathay/weapon/crown-of-horns-grand-cathay","title":"Crown of Horns (Grand Cathay)","pathText":"grand cathay weapon crown of horns grand cathay","type":"rule","body":"Crown of Horns (Grand Cathay) Profile Armour Bane (1) Armour Bane (X)"},"1896":{"id":"grand-cathay/weapon/dragon-fire-bombs","path":"grand-cathay/weapon/dragon-fire-bombs","title":"Dragon Fire Bombs","pathText":"grand cathay weapon dragon fire bombs","type":"rule","body":"Far more devastating than gunpowder bombs, dragon fire bombs unleash a torrent of all consuming alchemical fire upon the foe. Dragon Fire Bombs Profile Armour Bane (1) Flaming Attacks Move & Shoot Quick Shot Notes: If the roll To Hit is successful, a dragon fire bomb causes D3+1 hits to the target enemy unit, rather than the usual one. Armour Bane (X) Flaming Attacks Move & Shoot Quick Shot"},"1897":{"id":"grand-cathay/weapon/dragon-fire-pistol","path":"grand-cathay/weapon/dragon-fire-pistol","title":"Dragon Fire Pistol","pathText":"grand cathay weapon dragon fire pistol","type":"rule","body":"A smaller version of the weapons wielded by dragon fire gunners, a dragon fire pistol is capable of expelling a deadly gout of flame over a short distance. Dragon Fire Pistol Profile Flaming Attacks Multiple Shots (2) Quick Shot Flaming Attacks Multiple Shots (X) Quick Shot"},"1898":{"id":"grand-cathay/weapon/fire-rain-rocket","path":"grand-cathay/weapon/fire-rain-rocket","title":"Fire Rain Rocket","pathText":"grand cathay weapon fire rain rocket","type":"rule","body":"Each turn, a Fire Rain Rocket Battery can fire one of the two different types of rocket described below. Bastion Rockets: Bastion Rockets Profile Armour Bane (1) Bombardment Cumbersome Move or Shoot Multiple Wounds (D6) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Rocket Battery: Rocket Battery Profile Armour Bane (1) Bombardment Cumbersome Flaming Attacks Move or Shoot Wailing Spirits Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Black Powder Misfire table. Armour Bane (X) Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Bombardment Black Powder Misfire Table Multiple Wounds (X) Armour Bane (X) Bombardment Cumbersome Flaming Attacks Move or Shoot Wailing Spirits"},"1899":{"id":"grand-cathay/weapon/grand-cannon","path":"grand-cathay/weapon/grand-cannon","title":"Grand Cannon","pathText":"grand cathay weapon grand cannon","type":"rule","body":"Grand Cannon Profile Armour Bane (3) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (D3+1) Thunderous Impact Notes: This weapon does not use its crew's Ballistic Skill. Instead, it shoots using the Cannon Fire special rule. This weapon uses the Black Powder Misfire table. Armour Bane (X) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (X) Thunderous Impact Cannon Fire Black Powder Misfire Table"},"1900":{"id":"grand-cathay/weapon/great-blade","path":"grand-cathay/weapon/great-blade","title":"Great Blade","pathText":"grand cathay weapon great blade","type":"rule","body":"Scything Blow: Scything Blow Profile Armour Bane (1) Extra Attacks (+2D3) Strike Last Deadly Strike: Deadly Strike Profile Killing Blow Monster Slayer Multiple Wounds (D3) Notes: This weapon has two profiles, representing the different ways it can be used in combat. You must choose which profile the wielder will use at the start of each round of combat. Armour Bane (X) Extra Attacks (+X) Strike Last Killing Blow Monster Slayer Multiple Wounds (X)"},"1901":{"id":"grand-cathay/weapon/gunpowder-bombs","path":"grand-cathay/weapon/gunpowder-bombs","title":"Gunpowder Bombs","pathText":"grand cathay weapon gunpowder bombs","type":"rule","body":"Cathayan gunpowder is the wonder of the eastern world and is used in numerous weapons of the empire, including explosive grenades carried by the soldiers of Nan-Gau. Gunpowder Bombs Profile Armour Bane (1) Move & Shoot Quick Shot Notes: If the roll To Hit is successful, a gunpowder bomb causes D3 hits to the target enemy unit, rather than the usual one. Armour Bane (X) Move & Shoot Quick Shot"},"1902":{"id":"grand-cathay/weapon/iron-hail-gun","path":"grand-cathay/weapon/iron-hail-gun","title":"Iron Hail Gun","pathText":"grand cathay weapon iron hail gun","type":"rule","body":"Iron Hail Gun Profile Move & Shoot Multiple Shots (D3) Notes: A model armed with an iron hail gun suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. Move & Shoot Multiple Shots (X) Multiple Shots (X) Stand & Shoot"},"1903":{"id":"grand-cathay/weapon/iron-talons","path":"grand-cathay/weapon/iron-talons","title":"Iron Talons","pathText":"grand cathay weapon iron talons","type":"rule","body":"Iron Talons Profile Strike First Strike First"},"1904":{"id":"grand-cathay/weapon/long-spear","path":"grand-cathay/weapon/long-spear","title":"Long Spear","pathText":"grand cathay weapon long spear","type":"rule","body":"Long Spear Profile Fight in Extra Rank Strike First Notes: Models whose troop type is infantry only. A model wielding a long spear cannot make a supporting attack during a turn in which it charged. A long spear's Strike First special rule applies only against charging enemy units. Fight in Extra Rank Strike First Infantry Supporting Attacks Strike First"},"1905":{"id":"grand-cathay/weapon/sky-lantern-bombs","path":"grand-cathay/weapon/sky-lantern-bombs","title":"Sky Lantern Bombs","pathText":"grand cathay weapon sky lantern bombs","type":"rule","body":"Fitted with racks of elaborately carved and lacquered wood strung with complex rigging and laden with clay pots, a Sky Lantern can rain devastation upon the enemy as it passes overhead. Once per game, if this model is equipped with Sky Lantern bombs, it may perform a 'Bombing Run' attack against a single enemy unit that is not engaged in combat. To do so, this model must move within 6\" of the unit it wishes to attack during the Remaining Moves sub-phase. Once this model's movement is complete, roll on the Bombing Run table below: Bombing Run Table D6 Result 1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound. 2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound. 3-4 Direct Hit: A cluster of bombs lands directly on target. Place a large (5\") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6\". Any model whose base lies underneath the template's final position risks being hit and suffering a single Strength 5 hit with an AP of -2. 5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3\") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6\". Any model whose base lies underneath a template's final position risks being hit and suffering a single Strength 5 hit with an AP of -2. Remaining Moves Armour Piercing Armour Piercing"},"1906":{"id":"grand-cathay/weapon/sky-lantern-crane-gun","path":"grand-cathay/weapon/sky-lantern-crane-gun","title":"Sky Lantern Crane Gun","pathText":"grand cathay weapon sky lantern crane gun","type":"rule","body":"Sky Lantern Crane Gun Profile Armour Bane (2) Cumbersome Armour Bane (X) Cumbersome"},"1907":{"id":"high-elf-realms/armylist/grand-army","path":"high-elf-realms/armylist/grand-army","title":"High Elf Realms Army List","pathText":"high elf realms armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the High Elf Realms. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 High Elf Prince or Archmage per 1,000 points 0-1 Dragon Mage or Handmaiden of the Everqueen per 1,000 points High Elf Nobles and Mages 0-1 Storm Weaver per 1,000 points Core At least 25% of your army's points value must be spent on: Elven Spearmen, Elven Archers, Lothern Sea Guard, Ellyrian Reavers and Silver Helms If your General is a Handmaiden of the Everqueen, 0-1 unit of Sisters of Avelorn may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: White Lions of Chrace, Swordmasters of Hoeth, Phoenix Guard, Shadow Warriors and Tiranoc Chariots 0-1 unit of Dragon Princes of Caledor per 1,000 points If your General has the Chracian Hunter Elven Honour, 0-1 Lion Chariot of Chrace may be taken as a Special choice per 1,000 points If your General has the Sea Guard Elven Honour, 0-1 Lothern Skycutter may be taken as a Special choice Rare Up to 25% of your army's points value may be spent on: Sisters of Avelorn, Lion Chariots of Chrace and Lothern Skycutters 0-1 Flamespyre or Frostheart Phoenix (not counting character mounts) per 1,000 points 0-2 Great Eagles per 1,000 points 0-2 Eagle-Claw Bolt Throwers per 1,000 points 0-1 unit of War Lions (if list includes one or more units of White Lions of Chrace) 0-1 Merwyrm (if list includes one or more units of Lothern Sea Guard) Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any High Elf Realms Army of Infamy composition list One of the following Grand Army composition lists: Empire of Man (Uneasy) Grand Cathay (Suspicious) Kingdom of Bretonnia Wood Elf Realms Battle Standard Bearer A single High Elf Noble in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Standard with no points limit. Forming Units Warhammer Armies Prince Archmage Dragon Mage Handmaiden of the Everqueen Noble Mage Storm Weaver Elven Spearmen Elven Archers Lothern Sea Guard Ellyrian Reavers Silver Helms Handmaiden of the Everqueen Sisters of Avelorn White Lions of Chrace Swordmasters of Hoeth Phoenix Guard Shadow Warriors Tiranoc Chariot Dragon Princes Chracian Hunter Lion Chariot of Chrace Sea Guard Lothern Skycutter Sisters of Avelorn Lion Chariot of Chrace Lothern Skycutter Flamespyre Phoenix Frostheart Phoenix Great Eagle Eagle-Claw Bolt Thrower War Lions White Lions of Chrace Merwyrm Lothern Sea Guard Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Empire of Man Uneasy Allied Contingents Grand Cathay Army List Suspicious Allied Contingents Kingdom of Bretonnia Wood Elf Realms The Battle Standard"},"1908":{"id":"high-elf-realms/armylist/sea-guard-garrison","path":"high-elf-realms/armylist/sea-guard-garrison","title":"Sea Guard Garrison","pathText":"high elf realms armylist sea guard garrison","type":"rule","body":"This Army of Infamy composition list is designed to be used with the High Elf Reams army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Sea Guard Garrison army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: Sea Guard Garrison Commanders and Storm Weavers 0-1 Dragon Mage, High Elf Noble or High Elf Mage per 1,000 points Core At least 33% of your army's points value must be spent on: Lothern Sea Guard and Ship's Company 0-1 unit of Shadow Warriors per 1,000 points Special Up to 50% of your army's points value may be spent on: Lothern Skycutters 0-2 Great Eagles per 1,000 points 0-3 Eagle-Claw Bolt Throwers per 1,000 points Rare Up to 33% of your army's points value may be spent on: Ellyrian Reavers 0-1 Flamespyre or Frostheart Phoenix per 1,000 points Merwyrms Battle Standard Bearer A single High Elf Noble or Sea Guard Garrison Commander in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Standard with no points limit. Forming Units Warhammer Armies High Elf Realms Army List Sea Guard Garrison Commander Storm Weaver Dragon Mage Noble Mage Lothern Sea Guard Ship's Company Shadow Warriors Lothern Skycutter Great Eagle Eagle-Claw Bolt Thrower Ellyrian Reavers Flamespyre Phoenix Frostheart Phoenix Merwyrm The Battle Standard"},"1909":{"id":"high-elf-realms/armylist/the-chracian-warhost","path":"high-elf-realms/armylist/the-chracian-warhost","title":"The Chracian Warhost","pathText":"high elf realms armylist the chracian warhost","type":"rule","body":"This Army of Infamy composition list is designed to be used with the High Elf Realms army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field an army of the Chracian Warhost in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 High Elf Prince or Archmage per 1,000 points 0-1 Chracian Chieftain or Storm Weaver per 1,000 points High Elf Nobles Core At least 33% of your army's points value must be spent on: Elven Spearmen, Elven Archers and Chracian Woodsmen 0-1 unit of White Lions of Chrace per 1,000 points Special Up to 50% of your army's points value may be spent on: White Lions of Chrace, Lion Chariots of Chrace 0-1 unit of War Lions per 1,000 points Rare Up to 33% of your army's points value may be spent on: 0-1 unit of Lion Guard 0-1 unit of Shadow Warriors or Sisters of Avelorn per 1,000 points 0-2 Great Eagles per 1,000 points 0-1 Eagle-Claw Bolt Thrower per 1,000 points Battle Standard Bearer A single High Elf Noble or Chracian Chieftain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Standard with no points limit. Forming Units Warhammer Armies Prince Archmage Chracian Chieftain Storm Weaver Noble Elven Spearmen Elven Archers Chracian Woodsmen White Lions of Chrace White Lions of Chrace Lion Chariot of Chrace War Lions Lion Guard Shadow Warriors Sisters of Avelorn Great Eagle Eagle-Claw Bolt Thrower The Battle Standard"},"1910":{"id":"high-elf-realms/faction","path":"high-elf-realms/faction","title":"High Elf Realms","pathText":"high elf realms faction","type":"army","body":"Rules Special Rules Chracian Pride Horn of Isha Hidden Trails Naval Discipline Chracian Warriors Warriors of Chrace Beguiling Aura King's Guard Warriors of the Wilderness Armies of the Sea Lord Martial Prowess Deflect Shots From the Mists From the Storm Clouds Warriors of the White Tower Old World Rangers Witness to Destiny Pride of the Fleet Warriors of Nagarythe Elven Reflexes Mighty Constitution Sons of Caledor Commanding Voice From The Ashes Precision Strikes Wake of Fire Accomplished Archers Blizzard Aura Arrows of Isha Champions of Chrace Abyssal Cloak Blessings of Asuryan Dragon Armour Enfeebling Cold Cleaving Blow Ithilmar Armour/Ithilmar Barding Ithilmar Weapons Lileath's Blessing Lion Cloak Valour of Ages Weapons of War Dragon Fire Lashing Talons Handmaiden's Spear Serpentine Tail Briny Breath Eagle-eye Bolt Thrower Bow of Avelorn Wicked Claws Ceremonial Halberd Chracian Great Blade Sword of Hoeth Warhammer Armies High Elf Realms Army List The Chracian Warhost Sea Guard Garrison Narrative Battles The Battle of Châlons The Lores of Magic Lore of Saphery Magic Items (and Abilities) Elven Honours High Elf Realms Magic Items Units Named Character Ishaya Vess Korhil Lionmane Character Archmage Chracian Chieftain Dragon Mage Handmaiden of the Everqueen Mage Noble Prince Sea Guard Garrison Commander Storm Weaver Mount Barded Elven Steed Elven Steed Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount) Great Eagle (Mount) Unicorn Infantry Chracian Woodsmen Elven Archers Elven Spearmen Lion Guard Lothern Sea Guard Phoenix Guard Shadow Warriors Ship's Company Sisters of Avelorn Swordmasters of Hoeth White Lions of Chrace Cavalry Dragon Princes Ellyrian Reavers Silver Helms War Lions Chariot Chieftain's Chariot Lion Chariot of Chrace Lothern Skycutter Tiranoc Chariot Monster Flamespyre Phoenix Frostheart Phoenix Great Eagle Griffon (High Elves) Merwyrm Moon Dragon Star Dragon Sun Dragon War Machine Eagle-Claw Bolt Thrower Chracian Pride Horn of Isha Hidden Trails Naval Discipline Chracian Warriors Warriors of Chrace Beguiling Aura King's Guard Warriors of the Wilderness Armies of the Sea Lord Martial Prowess Deflect Shots From the Mists From the Storm Clouds Warriors of the White Tower Old World Rangers Witness to Destiny Pride of the Fleet Warriors of Nagarythe Elven Reflexes Mighty Constitution Sons of Caledor Commanding Voice From The Ashes Precision Strikes Wake of Fire Accomplished Archers Blizzard Aura Arrows of Isha Champions of Chrace Abyssal Cloak Blessings of Asuryan Dragon Armour Enfeebling Cold Cleaving Blow Ithilmar Armour/Ithilmar Barding Ithilmar Weapons Lileath's Blessing Lion Cloak Valour of Ages Dragon Fire Lashing Talons Handmaiden's Spear Serpentine Tail Briny Breath Eagle-eye Bolt Thrower Bow of Avelorn Wicked Claws Ceremonial Halberd Chracian Great Blade Sword of Hoeth High Elf Realms Army List The Chracian Warhost Sea Guard Garrison The Battle of Châlons Lore of Saphery Elven Honours High Elf Realms Magic Items Ishaya Vess Korhil Lionmane Archmage Chracian Chieftain Dragon Mage Handmaiden of the Everqueen Mage Noble Prince Sea Guard Garrison Commander Storm Weaver Barded Elven Steed Elven Steed Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount) Great Eagle (Mount) Unicorn Chracian Woodsmen Elven Archers Elven Spearmen Lion Guard Lothern Sea Guard Phoenix Guard Shadow Warriors Ship's Company Sisters of Avelorn Swordmasters of Hoeth White Lions of Chrace Dragon Princes Ellyrian Reavers Silver Helms War Lions Chieftain's Chariot Lion Chariot of Chrace Lothern Skycutter Tiranoc Chariot Flamespyre Phoenix Frostheart Phoenix Great Eagle Griffon (High Elves) Merwyrm Moon Dragon Star Dragon Sun Dragon Eagle-Claw Bolt Thrower"},"1911":{"id":"high-elf-realms/magic-item-list/elven-honours","path":"high-elf-realms/magic-item-list/elven-honours","title":"Elven Honours","pathText":"high elf realms magic item list elven honours","type":"rule","body":"Throughout their long lives, Elves are able to spend considerable time in pursuit of their various interests, mastering their skills and earning much respect for their abilities. Many walk a particular path for so long that they become exemplars of their craft, and this is particularly true of those nobles that dedicate themselves to military causes. To represent this, some characters may be given an Elven Honour. Each Honour gives the character certain benefits in the form of unique equipment and additional special rules. An Honour does not affect a model's mount (should it have one): Elven Honours Anointed of Asuryan Blood of Caledor Chracian Hunter Loremaster Pure of Heart Sea Guard Shadow Stalker Warden of Saphery Anointed of Asuryan Blood of Caledor Chracian Hunter Loremaster Pure of Heart Sea Guard Shadow Stalker Warden of Saphery"},"1912":{"id":"high-elf-realms/magic-item-list/high-elf-realms-magic-items","path":"high-elf-realms/magic-item-list/high-elf-realms-magic-items","title":"High Elf Realms Magic Items","pathText":"high elf realms magic item list high elf realms magic items","type":"rule","body":"These magic items are unique to High Elf Realms armies. These can be purchased by models within a High Elf Realms army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. High Elf Realms Magic Items Amulet of the Tempest Annulian Crystal Armour of Caledor Armour of Stars Banner of Arcane Protection Banner of Balance Banner of Confidence Banner of Ellyrion Banner of Resilience Battle Banner Blade of Sea Gold Bow of the Seafarer Circlet of Atrazar Dragon Helm Foe Bane Gem of Courage* Lion Standard Null Stone Opal Amulet* Reaver Bow Ring of Fury* Sacred Incense Seed of Rebirth Sigil of Asuryan* Silvery Wand Staff of Solidity Star Lance The Banner of Lothern The Blade of Leaping Gold The Cloak of Beards The Golden Shield The Loremaster's Cloak The Trickster's Pendant The Vortex Shard The White Sword Woodsman's Axe Amulet of the Tempest Annulian Crystal Armour of Caledor Armour of Stars Banner of Arcane Protection Banner of Balance Banner of Confidence Banner of Ellyrion Banner of Resilience Battle Banner Blade of Sea Gold Bow of the Seafarer Circlet of Atrazar Dragon Helm Foe Bane Gem of Courage* Lion Standard Null Stone Opal Amulet* Reaver Bow Ring of Fury* Sacred Incense Seed of Rebirth Sigil of Asuryan* Silvery Wand Staff of Solidity Star Lance The Banner of Lothern The Blade of Leaping Gold The Cloak of Beards The Golden Shield The Loremaster's Cloak The Trickster's Pendant The Vortex Shard The White Sword Woodsman's Axe"},"1913":{"id":"high-elf-realms/magic-item/amulet-of-the-tempest","path":"high-elf-realms/magic-item/amulet-of-the-tempest","title":"Amulet of the Tempest","pathText":"high elf realms magic item amulet of the tempest","type":"magic-item","body":"About this delicate and unadorned silver amulet the Winds of Magic boil with a storm's fury, confounding the wits of enemy Wizards. The Amulet of the Tempest may only be taken by a model in a Sea Guard Garrison Army of Infamy. Whilst within 9\" of the bearer of the Amulet of the Tempest, enemy Wizards cannot add their Level of Wizardry to their Casting rolls. Sea Guard Garrison Levels of Wizardry Casting Roll, Casting Result & Casting Value"},"1914":{"id":"high-elf-realms/magic-item/annulian-crystal","path":"high-elf-realms/magic-item/annulian-crystal","title":"Annulian Crystal","pathText":"high elf realms magic item annulian crystal","type":"magic-item","body":"Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it. Once per turn, upon successfully casting a spell, the bearer of the Annulian Crystal can choose to forget that spell and immediately generate another (not including signature spells) in the usual manner. Note that it is possible the Wizard might generate the spell they just forgot, or one forgotten in a previous turn. Consider it fate. Spells & Spell Generation"},"1915":{"id":"high-elf-realms/magic-item/anointed-of-asuryan","path":"high-elf-realms/magic-item/anointed-of-asuryan","title":"Anointed of Asuryan","pathText":"high elf realms magic item anointed of asuryan","type":"magic-item","body":"In matters both martial and spiritual, the Phoenix Guard take their lead from the Anointed of Asuryan, learned sages that have for centuries been immersed in Asuryan's teachings. A character with the Anointed of Asuryan Elven Honour: May be mounted on a Flamespyre Phoenix or a Frostheart Phoenix (but cannot choose any other mount options). May be equipped with a ceremonial halberd for no additional points. If so, they may not take any additional, non-magical weapons. Gains the Blessings of Asuryan, Fear and Witness to Destiny special rules. Replaces the Valour of Ages special rule with the Veteran special rule. Ceremonial Halberd Blessings of Asuryan Fear Witness to Destiny Valour of Ages Veteran"},"1916":{"id":"high-elf-realms/magic-item/armour-of-caledor","path":"high-elf-realms/magic-item/armour-of-caledor","title":"Armour of Caledor","pathText":"high elf realms magic item armour of caledor","type":"magic-item","body":"Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero. The Armour of Caledor is a suit of full plate armour. In addition, its wearer has a 5+ Ward save against any wounds suffered. Full Plate Armour Ward Saves"},"1917":{"id":"high-elf-realms/magic-item/armour-of-stars","path":"high-elf-realms/magic-item/armour-of-stars","title":"Armour of Stars","pathText":"high elf realms magic item armour of stars","type":"magic-item","body":"Decorated with glittering gems set in deepest blue lacquer, the Armour of Stars is a wonder to behold. Models whose troop type is infantry or cavalry only. The Armour of Stars is a suit of heavy armour. In addition, the wearer is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound. Infantry Cavalry Heavy Armour Killing Blow Regeneration (X+)"},"1918":{"id":"high-elf-realms/magic-item/banner-of-arcane-protection","path":"high-elf-realms/magic-item/banner-of-arcane-protection","title":"Banner of Arcane Protection","pathText":"high elf realms magic item banner of arcane protection","type":"magic-item","body":"The heavy fabric of this banner is interwoven with powerful protective charms. A unit carrying the Banner of Arcane Protection gains the Magic Resistance (-3) special rule. In addition, friendly units within 6\" of the model carrying this standard gain the Magic Resistance (-1) special rule. Magic Resistance (-X)"},"1919":{"id":"high-elf-realms/magic-item/banner-of-balance","path":"high-elf-realms/magic-item/banner-of-balance","title":"Banner of Balance","pathText":"high elf realms magic item banner of balance","type":"magic-item","body":"The fabric of this banner is steeped in magical energies and interwoven with powerful charms. Whilst in base contact with a unit carrying the Banner of Balance, enemy units cannot re-roll any rolls To Hit or To Wound. However, nor can the unit carrying the Banner of Balance."},"1920":{"id":"high-elf-realms/magic-item/banner-of-confidence","path":"high-elf-realms/magic-item/banner-of-confidence","title":"Banner of Confidence","pathText":"high elf realms magic item banner of confidence","type":"magic-item","body":"This silken standard fills the hearts of those that fight beneath it with confidence. A unit carrying the Banner of Confidence does not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction. Stand & Shoot"},"1921":{"id":"high-elf-realms/magic-item/banner-of-ellyrion","path":"high-elf-realms/magic-item/banner-of-ellyrion","title":"Banner of Ellyrion","pathText":"high elf realms magic item banner of ellyrion","type":"magic-item","body":"This depiction of Korhandir, the father of all horses, imbues a regiment with tireless energy. A unit carrying the Banner of Ellyrion gains the Move Through Cover special rule. Move Through Cover"},"1922":{"id":"high-elf-realms/magic-item/banner-of-resilience","path":"high-elf-realms/magic-item/banner-of-resilience","title":"Banner of Resilience","pathText":"high elf realms magic item banner of resilience","type":"magic-item","body":"Adorned with a thousand emerald Dragon scales, the power of this ancient banner infuses the Elves that fight beneath it. A unit carrying the Banner of Resilience has a +1 modifier to its Toughness characteristic."},"1923":{"id":"high-elf-realms/magic-item/battle-banner","path":"high-elf-realms/magic-item/battle-banner","title":"Battle Banner","pathText":"high elf realms magic item battle banner","type":"magic-item","body":"This intricate banner, festooned with gemstones, bears detailed scenes of Ulthuan's victories. When calculating its combat result, a unit carrying the Battle Banner may claim an additional bonus of +D3 combat result points. Calculate Combat Result"},"1924":{"id":"high-elf-realms/magic-item/blade-of-sea-gold","path":"high-elf-realms/magic-item/blade-of-sea-gold","title":"Blade of Sea Gold","pathText":"high elf realms magic item blade of sea gold","type":"magic-item","body":"Forged in the crushing depths and honed by crashing waves, this gleaming blade strikes with the unstoppable power of the ocean itself. Blade of Sea Gold Magical Attacks Multiple Wounds (D3) Notes: The Blade of Sea Gold may only be taken by models in a Sea Guard Garrison Army of Infamy. Magical Attacks Multiple Wounds (X) Sea Guard Garrison"},"1925":{"id":"high-elf-realms/magic-item/blood-of-caledor","path":"high-elf-realms/magic-item/blood-of-caledor","title":"Blood of Caledor","pathText":"high elf realms magic item blood of caledor","type":"magic-item","body":"Ulthuan was once dominated by the valour and wisdom of Caledor's Dragon Princes. Today, the royal bloodline has faded, yet the haughty pride of Caledor's warrior elite still shines bright. A character with the Blood of Caledor Elven Honour (but not their mount): Must be mounted on either a Barded Elven Steed, a Sun Dragon, a Moon Dragon, or a Star Dragon. Has a +1 modifier to their Weapon Skill characteristic. May be equipped with full plate armour for no additional points. Gains the Dragon Armour and Impetuous special rules. Dragon Armour Impetuous"},"1926":{"id":"high-elf-realms/magic-item/bow-of-the-seafarer","path":"high-elf-realms/magic-item/bow-of-the-seafarer","title":"Bow of the Seafarer","pathText":"high elf realms magic item bow of the seafarer","type":"magic-item","body":"Crafted from a single piece of rare silverwood and gifted to lanor of the Sea Guard by Finubar himself, this mighty bow is rumoured to be capable of sinking ships! Bow of the Seafarer Cumbersome Magical Attacks Multiple Wounds (D3) Through & Through Notes: The Bow of the Seafarer counts as a Bow of Avelorn. The Bow of the Seafarer shoots like a bolt thrower, using the Through & Through special rule. Cumbersome Magical Attacks Multiple Wounds (X) Through & Through Bow of Avelorn Bolt Throwers Through & Through"},"1927":{"id":"high-elf-realms/magic-item/chayal","path":"high-elf-realms/magic-item/chayal","title":"Chayal","pathText":"high elf realms magic item chayal","type":"magic-item","body":"Chayal Killing Blow Requires Two Hands Notes: The wielder of Chayal may re-roll any rolls To Hit of a natural 1 made during the Combat phase. Killing Blow Requires Two Hands The Combat Phase"},"1928":{"id":"high-elf-realms/magic-item/chracian-hunter","path":"high-elf-realms/magic-item/chracian-hunter","title":"Chracian Hunter","pathText":"high elf realms magic item chracian hunter","type":"magic-item","body":"In Chrace, a warrior's skill at arms and strength of character matters almost as much as the nobility of their blood, and the foremost warriors quickly rise to prominence within the ranks of the White Lions. A character with the Chracian Hunter Elven Honour (but not their mount): May only be mounted on a White Lion Chariot (but cannot choose any other mount options). May be equipped with a Chracian great blade for no additional points. If so, they may not take any additional, non-magical weapons. Gains the Lion Cloak, Move Through Cover and Stubborn special rules. Chracian Great Blade Lion Cloak Move Through Cover Stubborn"},"1929":{"id":"high-elf-realms/magic-item/circlet-of-atrazar","path":"high-elf-realms/magic-item/circlet-of-atrazar","title":"Circlet of Atrazar","pathText":"high elf realms magic item circlet of atrazar","type":"magic-item","body":"This gem-studded circlet radiates an aura that protects its wearer from harm. The wearer of the Circlet of Atrazar has +1 Wound on their profile. In addition, if the bearer's troop type is infantry or cavalry, they have a +1 modifier to their Toughness characteristic. Infantry Cavalry"},"1930":{"id":"high-elf-realms/magic-item/dragon-helm","path":"high-elf-realms/magic-item/dragon-helm","title":"Dragon Helm","pathText":"high elf realms magic item dragon helm","type":"magic-item","body":"Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame. May be worn with other armour. The wearer of the Dragon Helm improves their armour value by 1 (to a maximum of 2+). In addition, its wearer has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Armour Value Ward Saves Flaming Attacks"},"1931":{"id":"high-elf-realms/magic-item/foe-bane","path":"high-elf-realms/magic-item/foe-bane","title":"Foe Bane","pathText":"high elf realms magic item foe bane","type":"magic-item","body":"This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it. Foe Bane Magical Attacks Notes: When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness. Magical Attacks"},"1932":{"id":"high-elf-realms/magic-item/gem-of-courage","path":"high-elf-realms/magic-item/gem-of-courage","title":"Gem of Courage*","pathText":"high elf realms magic item gem of courage","type":"magic-item","body":"Enchanted by Celaer in the reign of Bel-Korhadris, these small gems are awarded by the Phoenix King to the boldest heroes of Ulthuan in recognition of their bravery. A Gem of Courage may only be taken by a model in a Chracian Warhost Army of Infamy. Single use. Once per game, when required to make a Break test, the bearer of a Gem of Courage (and their unit) may roll an extra D6 and discard the highest result. The Chracian Warhost Break Test"},"1933":{"id":"high-elf-realms/magic-item/lion-standard","path":"high-elf-realms/magic-item/lion-standard","title":"Lion Standard","pathText":"high elf realms magic item lion standard","type":"magic-item","body":"The renowned courage of a Chracian Lion fills the hearts of those who serve under this banner. A unit carrying the Lion Standard automatically passes any Fear or Terror tests it is required to make. Fear Terror"},"1934":{"id":"high-elf-realms/magic-item/loremaster","path":"high-elf-realms/magic-item/loremaster","title":"Loremaster","pathText":"high elf realms magic item loremaster","type":"magic-item","body":"Amongst the seers and scholars that reside within the Tower of Hoeth, there are those that practise both the mystical and martial arts as one. Such dedication marks a Loremaster from a mere scholar. High Elf Lords only. A character with the Loremaster Elven Honour: Cannot be mounted. Is a Level 1 Wizard and knows one randomly generated spell from one of the following Lores of Magic: Battle Magic Elementalism High Magic Illusion May be equipped with a Sword of Hoeth for no additional points. If so, they may not take any additional, non-magical weapons. Gains the Ithilmar Armour, Lileath's Blessing and Lore of Saphery special rules. Battle Magic Elementalism High Magic Illusion Sword of Hoeth Ithilmar Armour/Ithilmar Barding Lileath's Blessing Lore of Saphery"},"1935":{"id":"high-elf-realms/magic-item/mathlanns-ire","path":"high-elf-realms/magic-item/mathlanns-ire","title":"Mathlann's Ire","pathText":"high elf realms magic item mathlanns ire","type":"magic-item","body":"Mathlann's Ire Armour Bane (1) Magical Attacks Notes: During the Combat phase, enemy models must re-roll a single successful roll To Hit made against the wielder of Mathlann's Ire. Armour Bane (X) Magical Attacks The Combat Phase"},"1936":{"id":"high-elf-realms/magic-item/null-stone","path":"high-elf-realms/magic-item/null-stone","title":"Null Stone","pathText":"high elf realms magic item null stone","type":"magic-item","body":"Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic. Whilst within the Command range of the bearer, all Wizards (friend or foe) suffer a -1 modifier to their Casting and Dispel rolls. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Null Stone by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of any spells. Command Range Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result Command Leadership Tests Start of Turn"},"1937":{"id":"high-elf-realms/magic-item/opal-amulet","path":"high-elf-realms/magic-item/opal-amulet","title":"Opal Amulet*","pathText":"high elf realms magic item opal amulet","type":"magic-item","body":"Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken. Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound. Ward Saves"},"1938":{"id":"high-elf-realms/magic-item/pure-of-heart","path":"high-elf-realms/magic-item/pure-of-heart","title":"Pure of Heart","pathText":"high elf realms magic item pure of heart","type":"magic-item","body":"Though Ulthuan's Golden Age is a distant memory, there are still a few nobles that embody all that is glorious about the High Elves, their presence reminding others of the heroic past of their race. Unless this character is fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own. In addition, this character and any unit it has joined automatically passes any Panic test it is required to make. Command Range Panic Tests"},"1939":{"id":"high-elf-realms/magic-item/reaver-bow","path":"high-elf-realms/magic-item/reaver-bow","title":"Reaver Bow","pathText":"high elf realms magic item reaver bow","type":"magic-item","body":"Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago. Reaver Bow Magical Attacks Notes: The Reaver Bow counts as a Bow of Avelorn Avelorn. The wielder of the Reaver Bow may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots. Magical Attacks Bow of Avelorn Multiple Shots (X)"},"1940":{"id":"high-elf-realms/magic-item/ring-of-fury","path":"high-elf-realms/magic-item/ring-of-fury","title":"Ring of Fury*","pathText":"high elf realms magic item ring of fury","type":"magic-item","body":"The Elves of Ulthuan are known for their skill at crafting magical rings, and black iron Rings of Fury are popular amongst Elven warriors. The wielder of the Ring of Fury can cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell, with a Power Level of 1. Hammerhand Battle Magic Bound Spells"},"1941":{"id":"high-elf-realms/magic-item/sacred-incense","path":"high-elf-realms/magic-item/sacred-incense","title":"Sacred Incense","pathText":"high elf realms magic item sacred incense","type":"magic-item","body":"This bundle of incense, blessed by the wardens of the Shrine of Asuryan, will burn for days, wreathing its bearer with the scented smoke of the temples. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"1942":{"id":"high-elf-realms/magic-item/sea-guard","path":"high-elf-realms/magic-item/sea-guard","title":"Sea Guard","pathText":"high elf realms magic item sea guard","type":"magic-item","body":"Many nobles of Lothern choose to serve within the ranks of the Sea Guard, rising quickly to command the disciplined ranks of Ulthuan's navy and hone their skill on distant battlefields. A character with the Sea Guard Elven Honour: May only be mounted on a Lothern Skycutter (but cannot choose any other mount options). May be equipped with a warbow for no additional points. If so, they may not take any additional, non-magical weapons. Gains the Naval Discipline and Rallying Cry special rules. Warbow Naval Discipline Rallying Cry"},"1943":{"id":"high-elf-realms/magic-item/seed-of-rebirth","path":"high-elf-realms/magic-item/seed-of-rebirth","title":"Seed of Rebirth","pathText":"high elf realms magic item seed of rebirth","type":"magic-item","body":"A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic. The Seed of Rebirth gives its bearer the Regeneration (5+) special rule. Regeneration (X+)"},"1944":{"id":"high-elf-realms/magic-item/shadow-stalker","path":"high-elf-realms/magic-item/shadow-stalker","title":"Shadow Stalker","pathText":"high elf realms magic item shadow stalker","type":"magic-item","body":"Like all denizens of Nagarythe, Shadow Stalkers are outcasts. Many choose to travel far beyond the borders of Ulthuan, fighting unseen wars in the eternal defence of their homeland. A character with the Shadow Stalker Elven Honour: Cannot be mounted. May be equipped with a bow of Avelorn for no additional points. If so, they may not take any additional, non-magical weapons. Cannot have heavy armour or full plate armour. Gains the Ambushers, Evasive, Fire & Flee, Move Through Cover and Scouts special rules Bow of Avelorn Heavy Armour Full Plate Armour Ambushers Evasive Fire & Flee Move Through Cover Scouts"},"1945":{"id":"high-elf-realms/magic-item/sigil-of-asuryan","path":"high-elf-realms/magic-item/sigil-of-asuryan","title":"Sigil of Asuryan*","pathText":"high elf realms magic item sigil of asuryan","type":"magic-item","body":"The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled. Dispel Roll & Dispel Result Perfect Invocations"},"1946":{"id":"high-elf-realms/magic-item/silvery-wand","path":"high-elf-realms/magic-item/silvery-wand","title":"Silvery Wand","pathText":"high elf realms magic item silvery wand","type":"magic-item","body":"This slender wand is covered with many intricately carved lines of winding runes in an ancient script. The bearer of the Silvery Wand knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level. Levels of Wizardry"},"1947":{"id":"high-elf-realms/magic-item/staff-of-solidity","path":"high-elf-realms/magic-item/staff-of-solidity","title":"Staff of Solidity","pathText":"high elf realms magic item staff of solidity","type":"magic-item","body":"The Staff of Solidity absorbs and dissipates malign energy, protecting its wielder from harm. Single use. Once per game, when the bearer of the Staff of Solidity is required to roll on the Miscast table, they may choose not to. Miscast Table"},"1948":{"id":"high-elf-realms/magic-item/star-lance","path":"high-elf-realms/magic-item/star-lance","title":"Star Lance","pathText":"high elf realms magic item star lance","type":"magic-item","body":"Forged from the metal of a fallen star, this weapon's graceful lines belie the formidable power it grants its wielder. Star Lance Magical Attacks Strike First Notes: Models whose troop type is cavalry or monster only. The Star Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. Magical Attacks Strike First Cavalry Monsters"},"1949":{"id":"high-elf-realms/magic-item/the-banner-of-lothern","path":"high-elf-realms/magic-item/the-banner-of-lothern","title":"The Banner of Lothern","pathText":"high elf realms magic item the banner of lothern","type":"magic-item","body":"The Banner of Lothern is borne aloft by those that exemplify the martial spirit of the Sea Guard. If a unit carrying the Banner of Lothern is equipped with thrusting spears, half of the models in the third rank or file i.e., the rank or file directly behind the one normally able to make supporting attacks), rounding up, can make supporting attacks. Thrusting Spear"},"1950":{"id":"high-elf-realms/magic-item/the-blade-of-leaping-gold","path":"high-elf-realms/magic-item/the-blade-of-leaping-gold","title":"The Blade of Leaping Gold","pathText":"high elf realms magic item the blade of leaping gold","type":"magic-item","body":"To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made. The Blade of Leaping Gold Armour Bane (2) Extra Attacks (+D3) Magical Attacks Armour Bane (X) Extra Attacks (+X) Magical Attacks"},"1951":{"id":"high-elf-realms/magic-item/the-cloak-of-beards","path":"high-elf-realms/magic-item/the-cloak-of-beards","title":"The Cloak of Beards","pathText":"high elf realms magic item the cloak of beards","type":"magic-item","body":"An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease. The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer's Leadership. Terror"},"1952":{"id":"high-elf-realms/magic-item/the-golden-shield","path":"high-elf-realms/magic-item/the-golden-shield","title":"The Golden Shield","pathText":"high elf realms magic item the golden shield","type":"magic-item","body":"A highly polished shield inlaid with swirling patterns, the Golden Shield dazzles the foe. The Golden Shield is a shield. In addition, any enemy model that directs its attacks against its bearer during the Combat phase must re-roll any rolls To Hit of a natural 6. Shield The Combat Phase"},"1953":{"id":"high-elf-realms/magic-item/the-loremasters-cloak","path":"high-elf-realms/magic-item/the-loremasters-cloak","title":"The Loremaster's Cloak","pathText":"high elf realms magic item the loremasters cloak","type":"magic-item","body":"Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory. The bearer of the Loremaster's Cloak and any unit they have joined has a 4+ Ward save against any wounds suffered that were caused by a Magic Missile. Ward Saves Magic Missiles"},"1954":{"id":"high-elf-realms/magic-item/the-pelt-of-charandis","path":"high-elf-realms/magic-item/the-pelt-of-charandis","title":"The Pelt of Charandis","pathText":"high elf realms magic item the pelt of charandis","type":"magic-item","body":"In recognition of Korhil's bravery and service, the pelt of Charandis was fashioned into a magnificent, enchanted cloak for him to wear. The wearer of the pelt of Charandis improves their armour value by 1 whilst engaged in combat, and by 2 (to a maximum of 2+) against non-magical shooting attacks. In addition, the wearer gains the Regeneration (5+) special rule. Armour Value Regeneration (X+)"},"1955":{"id":"high-elf-realms/magic-item/the-tricksters-pendant","path":"high-elf-realms/magic-item/the-tricksters-pendant","title":"The Trickster's Pendant","pathText":"high elf realms magic item the tricksters pendant","type":"magic-item","body":"Though the pendants worn by devotees of Loec the Trickster are simple, they are loaded with power. Single use. A Wizard may use the Trickster's Pendant when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If the spell is dispelled, the Wizard that attempted to cast it cannot attempt to cast any more spells for the remainder of the current turn. However, if a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art. Wizardly Dispel Dispel Roll & Dispel Result Outclassed in the Art"},"1956":{"id":"high-elf-realms/magic-item/the-vortex-shard","path":"high-elf-realms/magic-item/the-vortex-shard","title":"The Vortex Shard","pathText":"high elf realms magic item the vortex shard","type":"magic-item","body":"Hewn from a shattered Waystone, the Vortex Shard has the power to becalm the Winds of Magic. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all Remains in Play spells currently in play are dispelled, including spells cast by friendly Wizards. Dispel Roll & Dispel Result Remains in Play"},"1957":{"id":"high-elf-realms/magic-item/the-white-sword","path":"high-elf-realms/magic-item/the-white-sword","title":"The White Sword","pathText":"high elf realms magic item the white sword","type":"magic-item","body":"A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch. The White Sword Magical Attacks Monster Slayer Requires Two Hands Strike Last Notes: Models whose troop type is infantry or chariot only. Magical Attacks Monster Slayer Requires Two Hands Strike Last Infantry Chariots"},"1958":{"id":"high-elf-realms/magic-item/warden-of-saphery","path":"high-elf-realms/magic-item/warden-of-saphery","title":"Warden of Saphery","pathText":"high elf realms magic item warden of saphery","type":"magic-item","body":"When Ulthuan marches to war, the Swordmasters of Hoeth are led by the Wardens of Saphery, exemplars of the martial arts who have studied warfare and personal combat for decades. A character with the Warden of Saphery Elven Honour: Cannot be mounted. May be equipped with a sword of Hoeth for no additional points. If so, they may not take any additional, non-magical weapons. Gains the Deflect Shots, Ithilmar Armour and Killing Blow special rules. Sword of Hoeth Deflect Shots Ithilmar Armour/Ithilmar Barding Killing Blow"},"1959":{"id":"high-elf-realms/magic-item/woodsmans-axe","path":"high-elf-realms/magic-item/woodsmans-axe","title":"Woodsman's Axe","pathText":"high elf realms magic item woodsmans axe","type":"magic-item","body":"Wrought from purest Ithilmar, in the strong hands of a Chracian champion, this axe can cleave the skull of even the foulest beast with a single stroke. Woodsman's Axe Magical Attacks Monster Slayer Requires Two Hands Strike Last Notes: The Woodsman's Axe may only be taken by models in a Chracian Warhost Army of Infamy. Magical Attacks Monster Slayer Requires Two Hands Strike Last The Chracian Warhost"},"1960":{"id":"high-elf-realms/magic-lore/lore-of-saphery","path":"high-elf-realms/magic-lore/lore-of-saphery","title":"Lore of Saphery","pathText":"high elf realms magic lore lore of saphery","type":"magic-lore","body":"Lore of Saphery Hand of Khaine Signature Spell Courage of Aenarion Signature Spell Vaul's Unmaking Signature Spell Hand of Khaine Courage of Aenarion Vaul's Unmaking"},"1961":{"id":"high-elf-realms/rule/abyssal-cloak","path":"high-elf-realms/rule/abyssal-cloak","title":"Abyssal Cloak","pathText":"high elf realms rule abyssal cloak","type":"rule","body":"The crushing darkness of the deepest ocean surrounds the Merwyrm in battle. Any enemy model that targets this model during the Shooting phase suffers a -2 To Hit modifier for firing at long range, rather than the usual -1. The Shooting Phase"},"1962":{"id":"high-elf-realms/rule/accomplished-archers","path":"high-elf-realms/rule/accomplished-archers","title":"Accomplished Archers","pathText":"high elf realms rule accomplished archers","type":"rule","body":"Under the watchful eye of a veteran commander, regiments of Sea Guard train with their bows, perfecting the art of firing at the foe even as they evade attacks. Unless mounted on a Lothern Skycutter, a Sea Guard Garrison Commander has the Evasive and Fire & Flee special rules. In addition, any unit of Lothern Sea Guard joined by this character gains the Evasive and Fire & Flee special rules for as long as the character remains with the unit. Lothern Skycutter Evasive Fire & Flee Lothern Sea Guard"},"1963":{"id":"high-elf-realms/rule/armies-of-the-sea-lord","path":"high-elf-realms/rule/armies-of-the-sea-lord","title":"Armies of the Sea Lord","pathText":"high elf realms rule armies of the sea lord","type":"rule","body":"The companies of Sea Guard that defend the Elven colonies are highly trained soldiers. Accordingly, the Sea Lord refuses to allow pampered princes or bookish mages to lead his forces. Characters in a Sea Guard Garrison Army of Infamy that are able to take an Elven Honour may only choose one of the following: Shadow Stalker Pure of Heart Sea Guard Sea Guard Garrison Elven Honours Shadow Stalker Pure of Heart Sea Guard"},"1964":{"id":"high-elf-realms/rule/arrows-of-isha","path":"high-elf-realms/rule/arrows-of-isha","title":"Arrows of Isha","pathText":"high elf realms rule arrows of isha","type":"rule","body":"Many High Elf nobles fill their quivers with finely crafted arrows. Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan. Any bow (longbow, shortbow, warbow or Bow of Avelorn) carried by a model with this special rule has the Armour Bane (1) special rule and an Armour Piercing characteristic of -1. Longbow Shortbow Warbow Bow of Avelorn Armour Bane (X) Armour Piercing"},"1965":{"id":"high-elf-realms/rule/beguiling-aura","path":"high-elf-realms/rule/beguiling-aura","title":"Beguiling Aura","pathText":"high elf realms rule beguiling aura","type":"rule","body":"Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near. Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit. Leadership Tests The Combat Phase"},"1966":{"id":"high-elf-realms/rule/blessings-of-asuryan","path":"high-elf-realms/rule/blessings-of-asuryan","title":"Blessings of Asuryan","pathText":"high elf realms rule blessings of asuryan","type":"rule","body":"The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"1967":{"id":"high-elf-realms/rule/blizzard-aura","path":"high-elf-realms/rule/blizzard-aura","title":"Blizzard Aura","pathText":"high elf realms rule blizzard aura","type":"rule","body":"The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence. Whilst in base contact with this model, enemy models become subject to the Strike Last special rule. Strike Last"},"1968":{"id":"high-elf-realms/rule/champions-of-chrace","path":"high-elf-realms/rule/champions-of-chrace","title":"Champions of Chrace","pathText":"high elf realms rule champions of chrace","type":"rule","body":"Even amongst the warriors of Chrace, the Lion Guard are renowned fighters, eager to best their foes in single combat. Any model in a unit of Lion Guard can accept challenges in the same manner as a character. In addition, once per turn a character that has joined a unit of Lion Guard may re-roll their \"Look Out, Sir!\" roll. Challenges \"Look Out, Sir!\" (Characters)"},"1969":{"id":"high-elf-realms/rule/chracian-pride","path":"high-elf-realms/rule/chracian-pride","title":"Chracian Pride","pathText":"high elf realms rule chracian pride","type":"rule","body":"The Elves of Chrace are rugged warriors, unaccustomed to taking orders from outsiders. Accordingly, the armies of Chrace seldom give command to princes from foreign lands. Characters in a Chracian Warhost Army of Infamy that are able to take an Elven Honour may only choose one of the following: Shadow Stalker Chracian Hunter Pure of Heart Note that Chracian Chieftains are considered to have the Chracian Hunter Elven Honour for the purposes of joining units of White Lions of Chrace. The Chracian Warhost Elven Honours Shadow Stalker Chracian Hunter Pure of Heart"},"1970":{"id":"high-elf-realms/rule/chracian-warriors","path":"high-elf-realms/rule/chracian-warriors","title":"Chracian Warriors","pathText":"high elf realms rule chracian warriors","type":"rule","body":"White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect. A unit with this special rule may only be joined by your army's General, or by a character with the Chracian Hunter Elven Honour. The General (Characters) Chracian Hunter"},"1971":{"id":"high-elf-realms/rule/cleaving-blow","path":"high-elf-realms/rule/cleaving-blow","title":"Cleaving Blow","pathText":"high elf realms rule cleaving blow","type":"rule","body":"A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Cleaving Blow'. Enemy models whose troop type is regular infantry, heavy infantry, light cavalry, heavy cavalry or war beasts are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used. Regular Infantry Heavy Infantry Light Cavalry Heavy Cavalry War Beasts Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"1972":{"id":"high-elf-realms/rule/commanding-voice","path":"high-elf-realms/rule/commanding-voice","title":"Commanding Voice","pathText":"high elf realms rule commanding voice","type":"rule","body":"Ishaya has spent years barking orders over crashing waves, hurricane winds and the clamour of battle. Ishayas Command Range is increased by 3\"; in other words, Ishaya Vess has a Command Range of 12\". If she is your army's General, she has a Command Range of 15\". Command Range The General (Characters)"},"1973":{"id":"high-elf-realms/rule/deflect-shots","path":"high-elf-realms/rule/deflect-shots","title":"Deflect Shots","pathText":"high elf realms rule deflect shots","type":"rule","body":"It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack. Ward Saves"},"1974":{"id":"high-elf-realms/rule/dragon-armour","path":"high-elf-realms/rule/dragon-armour","title":"Dragon Armour","pathText":"high elf realms rule dragon armour","type":"rule","body":"Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy. A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty. Ward Saves"},"1975":{"id":"high-elf-realms/rule/elven-reflexes","path":"high-elf-realms/rule/elven-reflexes","title":"Elven Reflexes","pathText":"high elf realms rule elven reflexes","type":"rule","body":"Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat."},"1976":{"id":"high-elf-realms/rule/enfeebling-cold","path":"high-elf-realms/rule/enfeebling-cold","title":"Enfeebling Cold","pathText":"high elf realms rule enfeebling cold","type":"rule","body":"An aura of cold clings to the Merwyrm, sapping the strength of those who linger too close. Whilst in base contact with this model, enemy models suffer a - 1 modifier to their Strength characteristic (to a minimum of 1)."},"1977":{"id":"high-elf-realms/rule/from-the-ashes","path":"high-elf-realms/rule/from-the-ashes","title":"From The Ashes","pathText":"high elf realms rule from the ashes","type":"rule","body":"Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn. When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play: On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play. On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule. Once these hits are resolved, this model is removed from play. On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds. Armour Piercing Flaming Attacks"},"1978":{"id":"high-elf-realms/rule/from-the-mists","path":"high-elf-realms/rule/from-the-mists","title":"From the Mists","pathText":"high elf realms rule from the mists","type":"rule","body":"The Sea Guard are veterans of ship-to-shore warfare and are expert in using the sea mists to confound their enemies. After deployment, but before deploying units with the Scouts special rule or moving units with the Vanguard special rule, you may immediately remove a single deployed unit belonging to your army from the battlefield and replace it anywhere within your deployment zone. Scouts Vanguard"},"1979":{"id":"high-elf-realms/rule/from-the-storm-clouds","path":"high-elf-realms/rule/from-the-storm-clouds","title":"From the Storm Clouds","pathText":"high elf realms rule from the storm clouds","type":"rule","body":"The ships of Ulthuan's fleet are protected at all times by Lothern Skycutters, sailing unseen in the clouds above and ever ready to descend upon an unsuspecting enemy. 0-1 Lothern Skycutter per 1,000 points in a Sea Guard Garrison Army of Infamy, including Skycutters taken as character mounts, may have the Ambushers special rule for +10 points per model. Lothern Skycutter Sea Guard Garrison Ambushers"},"1980":{"id":"high-elf-realms/rule/hidden-trails","path":"high-elf-realms/rule/hidden-trails","title":"Hidden Trails","pathText":"high elf realms rule hidden trails","type":"rule","body":"The Elves of Chrace are skilled woodsmen and trackers all, able to traverse hidden trails through hostile terrain and descend upon their enemies unexpectedly. 0-1 unit of Elven Spearmen or Elven Archers per 1,000 points within a Chracian Warhost Army of Infamy may have the Move Through Cover special rule for +1 point per model. In addition, once per game, after rolling to determine if a unit with the Ambushers special rule that is currently held in reserve as reinforcements arrives, you may apply a +1 or - 1 modifier to the result. Elven Spearmen Elven Archers The Chracian Warhost Move Through Cover Ambushers"},"1981":{"id":"high-elf-realms/rule/horn-of-isha","path":"high-elf-realms/rule/horn-of-isha","title":"Horn of Isha","pathText":"high elf realms rule horn of isha","type":"rule","body":"The Horn of Isha is fashioned from a single pearl-white seashell. The melodious call of this beautiful instrument is said to rouse the mother goddess to grant a blessing upon her favoured children. Single use. During the Command sub-phase of their turn, this character may attempt to use the Horn of Isha by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gain a +1 modifier to both their rolls To Hit and their rolls To Wound. Command Leadership Tests Start of Turn"},"1982":{"id":"high-elf-realms/rule/ithilmar-armour-ithilmar-barding","path":"high-elf-realms/rule/ithilmar-armour-ithilmar-barding","title":"Ithilmar Armour/Ithilmar Barding","pathText":"high elf realms rule ithilmar armour ithilmar barding","type":"rule","body":"Ithilmar is a wondrous and lightweight metal found only in Vaul's Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease. A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty. Dangerous Terrain"},"1983":{"id":"high-elf-realms/rule/ithilmar-weapons","path":"high-elf-realms/rule/ithilmar-weapons","title":"Ithilmar Weapons","pathText":"high elf realms rule ithilmar weapons","type":"rule","body":"Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Hand Weapon"},"1984":{"id":"high-elf-realms/rule/kings-guard","path":"high-elf-realms/rule/kings-guard","title":"King's Guard","pathText":"high elf realms rule kings guard","type":"rule","body":"Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes. Any model in a unit of White Lions of Chrace that has been joined by your army's General can issue and accept challenges in the same manner as a character. Should your General leave the unit for any reason, the unit loses this ability. The General (Characters) Challenges"},"1985":{"id":"high-elf-realms/rule/lileaths-blessing","path":"high-elf-realms/rule/lileaths-blessing","title":"Lileath's Blessing","pathText":"high elf realms rule lileaths blessing","type":"rule","body":"Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic. Once per turn, a model with this special rule may re-roll a single failed Casting roll. Casting Roll, Casting Result & Casting Value"},"1986":{"id":"high-elf-realms/rule/lion-cloak","path":"high-elf-realms/rule/lion-cloak","title":"Lion Cloak","pathText":"high elf realms rule lion cloak","type":"rule","body":"The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks. Armour Value"},"1987":{"id":"high-elf-realms/rule/martial-prowess","path":"high-elf-realms/rule/martial-prowess","title":"Martial Prowess","pathText":"high elf realms rule martial prowess","type":"rule","body":"Elven warriors spend many hours mastering the art of war, wielding their weapons with a skill and grace absent from the ranks of their enemies. During the first round of combat, a unit with this special rule gains a +1 modifier to its Weapon Skill characteristic. In addition, a unit with this special rule can make supporting attacks to its flank or rear, as well as to its front."},"1988":{"id":"high-elf-realms/rule/mighty-constitution","path":"high-elf-realms/rule/mighty-constitution","title":"Mighty Constitution","pathText":"high elf realms rule mighty constitution","type":"rule","body":"The White Lions claim their captain is the mightiest Elf in all of Ulthuan, and certainly his strength and vitality is legendary. During a turn in which he made a charge move of 3\" or more, Korhil gains a +1 modifier to his Strength characteristic. In addition, Korhil is immune to the Poisoned Attacks special rule. If he is hit by an attack with this special rule, the attacker must roll To Wound as normal. Poisoned Attacks"},"1989":{"id":"high-elf-realms/rule/naval-discipline","path":"high-elf-realms/rule/naval-discipline","title":"Naval Discipline","pathText":"high elf realms rule naval discipline","type":"rule","body":"The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy's charge. A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit. Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule. Stand & Shoot Redress the Ranks Manoeuvres Hold"},"1990":{"id":"high-elf-realms/rule/old-world-rangers","path":"high-elf-realms/rule/old-world-rangers","title":"Old World Rangers","pathText":"high elf realms rule old world rangers","type":"rule","body":"The warriors of Nagarythe work closely with Sea Guard garrisons throughout the Old World, ranging far ahead of the Sea Lord's armies to strike at his enemies from unexpected directions. 0-1 unit of Shadow Warriors with a Unit Strength of 10 or less in a Sea Guard Garrison Army of Infamy may have the Ambushers special rule for free. Shadow Warriors Unit Strength Sea Guard Garrison Ambushers"},"1991":{"id":"high-elf-realms/rule/precision-strikes","path":"high-elf-realms/rule/precision-strikes","title":"Precision Strikes","pathText":"high elf realms rule precision strikes","type":"rule","body":"Ishaya has taught her warriors how to find the weakest points in their foes defences, able to find their mark no matter how heavily armoured their enemies might be. A Lothern Sea Guard unit joined by Ishaya Vess improves the Armour Piercing characteristic of its weapons by 1. Lothern Sea Guard Armour Piercing"},"1992":{"id":"high-elf-realms/rule/pride-of-the-fleet","path":"high-elf-realms/rule/pride-of-the-fleet","title":"Pride of the Fleet","pathText":"high elf realms rule pride of the fleet","type":"rule","body":"Fighting alongside a ship's company, the Sea Guard form the backbone of the Sea Lord's armies. Units of Sea Guard in a Sea Guard Garrison Army of Infamy gain the Regimental Unit special rule. In addition: 0-1 unit of Sea Guard per 1,000 points in a Sea Guard Garrison Army of Infamy may have the Drilled special rule for free. Sea Guard Garrison Regimental Unit Lothern Sea Guard Drilled"},"1993":{"id":"high-elf-realms/rule/sons-of-caledor","path":"high-elf-realms/rule/sons-of-caledor","title":"Sons of Caledor","pathText":"high elf realms rule sons of caledor","type":"rule","body":"Dragon Princes consider themselves superior to Ulthuan's other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble). A unit with this special rule may only be joined by your army's General, or by a character with the Blood of Caledor Elven Honour. The General (Characters) Blood of Caledor"},"1994":{"id":"high-elf-realms/rule/valour-of-ages","path":"high-elf-realms/rule/valour-of-ages","title":"Valour of Ages","pathText":"high elf realms rule valour of ages","type":"rule","body":"Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms. A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit. Panic Tests"},"1995":{"id":"high-elf-realms/rule/wake-of-fire","path":"high-elf-realms/rule/wake-of-fire","title":"Wake of Fire","pathText":"high elf realms rule wake of fire","type":"rule","body":"When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. This model may perform a 'Wake of Fire' attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model's movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule. Armour Piercing Flaming Attacks"},"1996":{"id":"high-elf-realms/rule/warriors-of-chrace","path":"high-elf-realms/rule/warriors-of-chrace","title":"Warriors of Chrace","pathText":"high elf realms rule warriors of chrace","type":"rule","body":"Those that have earned the right to wear the pelt of a Chracian White Lion do so with pride, and amongst the ranks of Chrace's citizen militia, there are many that have earned that right. Units of Elven Spearmen or Elven Archers within a Chracian Warhost Army of Infamy may have the Lion Cloak special rule for +10 points per unit. Elven Spearmen Elven Archers The Chracian Warhost Lion Cloak"},"1997":{"id":"high-elf-realms/rule/warriors-of-nagarythe","path":"high-elf-realms/rule/warriors-of-nagarythe","title":"Warriors of Nagarythe","pathText":"high elf realms rule warriors of nagarythe","type":"rule","body":"There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways. A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour. Shadow Stalker"},"1998":{"id":"high-elf-realms/rule/warriors-of-the-white-tower","path":"high-elf-realms/rule/warriors-of-the-white-tower","title":"Warriors of the White Tower","pathText":"high elf realms rule warriors of the white tower","type":"rule","body":"The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth. A unit with this special rule may only be joined by a High Elf Mage, or by a character with either the Warden of Saphery or Loremaster Elven Honour. Warden of Saphery Loremaster"},"1999":{"id":"high-elf-realms/rule/warriors-of-the-wilderness","path":"high-elf-realms/rule/warriors-of-the-wilderness","title":"Warriors of the Wilderness","pathText":"high elf realms rule warriors of the wilderness","type":"rule","body":"The armies of Chrace endeavour to bring their enemies to battle in a place of their choosing, confident that the rough ground they favour will disrupt their foe's advance. Once players have finished placing terrain, a Chracian Warhost player may place one additional area of difficult terrain measuring no less than 3\" at its narrowest and no more than 9\" at its widest point. This may be placed anywhere on the battlefield that is not within their opponent's deployment zone and not within 6\" of a special feature (note that, unlike most terrain features, this terrain feature can be placed within 12\" of the centre of the battlefield, unless the presence of a special feature precludes this). The Chracian Warhost"},"2000":{"id":"high-elf-realms/rule/witness-to-destiny","path":"high-elf-realms/rule/witness-to-destiny","title":"Witness to Destiny","pathText":"high elf realms rule witness to destiny","type":"rule","body":"Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease. This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"2001":{"id":"high-elf-realms/spell/courage-of-aenarion","path":"high-elf-realms/spell/courage-of-aenarion","title":"Courage of Aenarion","pathText":"high elf realms spell courage of aenarion","type":"spell","body":"The High Elf Mage draws upon the Winds of Magic to conjure glorious images of Aenarion in the minds of their allies. So inspired, already brave warriors are filled with the unbreakable courage of the first Phoenix King. Type Enchantment Casting Value 10+ Range 15\" Remains in Play. Whilst this spell is in play, the target friendly unit gains the Unbreakable special rule. If this spell is cast, the effects of any other Enchantment previously cast on the target unit immediately expire. This spell may target a friendly unit engaged in combat. Enchantment Remains in Play Unbreakable"},"2002":{"id":"high-elf-realms/spell/hand-of-khaine","path":"high-elf-realms/spell/hand-of-khaine","title":"Hand of Khaine","pathText":"high elf realms spell hand of khaine","type":"spell","body":"With a simple gesture, white light bursts forth from the Mage's outstretched hand, banishing the life force of the foe. Type Assailment Casting Value 7+ Range Combat A single enemy model the caster is engaged in combat with suffers a single Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Assailment Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"2003":{"id":"high-elf-realms/spell/vauls-unmaking","path":"high-elf-realms/spell/vauls-unmaking","title":"Vaul's Unmaking","pathText":"high elf realms spell vauls unmaking","type":"spell","body":"Glowing swords grow dim, blood-warm chalices cool and enchanted scrolls crumble into dust, their magical energies drained as the Mage turns the fury of Vaul's forge upon the magical trappings of the enemy. Type Hex Casting Value 11+ Range 12\" This spell can only target enemy characters. However, it may target any enemy character that is within range and that the caster can draw a line of sight to, regardless of the usual rules for targeting characters, and may even target an enemy character that has joined a unit or that is engaged in combat. The casting player chooses a single magic item carried by the target. This magic item is immediately 'unmade', rendering it completely useless. The chosen magic item cannot be used for the remainder of the game. Hex"},"2004":{"id":"high-elf-realms/unit/archmage","path":"high-elf-realms/unit/archmage","title":"Archmage","pathText":"high elf realms unit archmage","type":"unit","body":"Archmage Cost 155 Base Size 25 x 25 mm Unit Size 1 Type High Elf Mages Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Ithilmar Weapons Lileath's Blessing Lore of Saphery Valour of Ages Options May be mounted: Elven Steed (+14 points) Barded Elven Steed (+18 points) Moon Dragon (+235 points) Star Dragon (+290 points) Great Eagle (+60 points) May take a single Elven Honour A character with the Chracian Hunter Elven Honour may be mounted on a Lion Chariot (+75 points) A character with the Sea Guard Elven Honour may be mounted on a Lothern Skycutter (+90 points) A character with the Blood of Caledor Elven Honour may be mounted on a Sun Dragon (+180 points) A character with the Anointed of Asuryan Elven Honour may be mounted on a: Flamespyre Phoenix (+170 points) Frostheart Phoenix (+205 points) An Archmage may: Be a Level 4 Wizard +30 points Purchase magic items up to a total of 100 points High Elf Mages Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism High Magic Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Ithilmar Weapons Ithilmar Weapons Lileath's Blessing Lileath's Blessing Lore of Saphery Lore of Saphery Valour of Ages Valour of Ages Elven Steed Barded Elven Steed Moon Dragon Star Dragon Great Eagle (Mount) Elven Honours Chracian Hunter Lion Chariot of Chrace Sea Guard Lothern Skycutter Blood of Caledor Sun Dragon Anointed of Asuryan Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount)"},"2005":{"id":"high-elf-realms/unit/barded-elven-steed","path":"high-elf-realms/unit/barded-elven-steed","title":"Barded Elven Steed","pathText":"high elf realms unit barded elven steed","type":"unit","body":"Barded Elven Steed Cost Override +18 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Ithilmar Barding Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge First Charge First Charge Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Swiftstride Swiftstride"},"2006":{"id":"high-elf-realms/unit/chieftains-chariot","path":"high-elf-realms/unit/chieftains-chariot","title":"Chieftain's Chariot","pathText":"high elf realms unit chieftains chariot","type":"unit","body":"Chieftain's Chariot Charioteer (x1) Chracian Lion (x2) Cost 105 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Charioteers: Hand weapons and Chracian great blade Characian Lions: Claws and fangs (counts as a hand weapon) Special Rules Armour Bane (1, Chracian Lions only) Close Order Elven Reflexes Fear First Charge Impact Hits (D6, Chieftain's Chariot only) Stubborn Valour of Ages Heavy Chariots Chariots Hand Weapon Chracian Great Blade Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Stubborn Stubborn Valour of Ages Valour of Ages"},"2007":{"id":"high-elf-realms/unit/chracian-chieftain","path":"high-elf-realms/unit/chracian-chieftain","title":"Chracian Chieftain","pathText":"high elf realms unit chracian chieftain","type":"unit","body":"Chracian Chieftain Cost 105 Base Size 25 x 25 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Furious Charge Ithilmar Weapons Lion Cloak Move Through Cover Strike First Stubborn Valour of Ages Options May take one of the following: Additional hand weapon (+4 points) Chracian great blade (+3 points) May be mounted on a Chieftain's Chariot (+105 points) May purchase magic items up to a total of 75 points Optional Rules Chracian Great Blade Note that Furious Charge, Move Through Cover and Strike First do not apply to this model's mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Furious Charge Furious Charge Ithilmar Weapons Ithilmar Weapons Lion Cloak Lion Cloak Move Through Cover Move Through Cover Strike First Strike First Stubborn Stubborn Valour of Ages Valour of Ages Two Hand Weapons/Additional Hand Weapon Chracian Great Blade Chieftain's Chariot Chracian Great Blade Chracian Great Blade"},"2008":{"id":"high-elf-realms/unit/chracian-woodsmen","path":"high-elf-realms/unit/chracian-woodsmen","title":"Chracian Woodsmen","pathText":"high elf realms unit chracian woodsmen","type":"unit","body":"Chracian Woodsman Chracian Captain Cost 12 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Chracian great blades light armour Special Rules Elven Reflexes Move Through Cover Skirmishers Valour of Ages Vanguard Options The entire unit may: Take warbows (+1 point per model) Replace light armour with heavy armour (+1 point per model) Any unit may: Upgrade one model to a Chracian Captain (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Lion Cloak special rule (+1 point per model) 0-1 unit may replace the Vanguard special rule with: Scouts (Free) Ambushers (+1 point per model) Optional Rules Lion Cloak Ambushers Scouts Regular Infantry Infantry Hand Weapon Hand Weapon Chracian Great Blade Chracian Great Blade Light Armour Light Armour Elven Reflexes Elven Reflexes Move Through Cover Move Through Cover Skirmish Formation Skirmish Formation Valour of Ages Valour of Ages Vanguard Vanguard Warbow Light Armour Heavy Armour Lion Cloak Vanguard Scouts Ambushers Lion Cloak Lion Cloak Ambushers Ambushers Scouts Scouts"},"2009":{"id":"high-elf-realms/unit/dragon-mage","path":"high-elf-realms/unit/dragon-mage","title":"Dragon Mage","pathText":"high elf realms unit dragon mage","type":"unit","body":"Dragon Mage Sun Dragon Cost 275 Base Size 60 x 100 mm Unit Size 1 Type Dragon Mages Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Equipment Dragon Mage: Hand weaponand light armour Sun Dragon: Wicked claws, dragon fire and draconic scales (counts as full plate armour) Special Rules Blessings of Asuryan Close Order Dragon Armour Elven Reflexes Fly (10) Impetuous Ithilmar Weapons Large Target Lileath's Blessing Lore of Saphery Stomp Attacks (D6) Swiftstride Terror Valour of Ages Options May be a Level 2 Wizard (+30 points) May purchase magic items up to a total of 50 points Dragon Mages Behemoths Characters (Troop Types) Monsters Battle Magic Elementalism Hand Weapon Light Armour Wicked Claws Dragon Fire Full Plate Armour Blessings of Asuryan Blessings of Asuryan Close Order Close Order Dragon Armour Dragon Armour Elven Reflexes Elven Reflexes Fly (X) Fly (X) Impetuous Impetuous Ithilmar Weapons Ithilmar Weapons Large Target Large Target Lileath's Blessing Lileath's Blessing Lore of Saphery Lore of Saphery Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Valour of Ages Valour of Ages"},"2010":{"id":"high-elf-realms/unit/dragon-prince","path":"high-elf-realms/unit/dragon-prince","title":"Dragon Princes","pathText":"high elf realms unit dragon prince","type":"unit","body":"Dragon Prince Drakemaster Barded Elven Steed Cost 37 Base Size 30 x 60 mm Unit Size 3+ Type Dragon Princes Troop Type Heavy Cavalry Unit Category Cavalry Equipment Dragon Princes: Hand weapons, lances, full plate armour and shields Barded Elven Steeds: Hooves (counts as a hand weapon) and barding Special Rules Close Order Counter Charge Dragon Armour Drilled Elven Reflexes First Charge Impetuous Ithilmar Barding Ithilmar Weapons Sons of Caledor Swiftstride Valour of Ages Options Any unit may: Upgrade one model to a Drakemaster (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic banner worth up to 50 points A Drakemaster may purchase magic items up to a total of 50 points Dragon Princes Heavy Cavalry Cavalry Hand Weapon Lance Full Plate Armour Shield Hand Weapon Barding Close Order Close Order Counter Charge Counter Charge Dragon Armour Dragon Armour Drilled Drilled Elven Reflexes Elven Reflexes First Charge First Charge Impetuous Impetuous Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Ithilmar Weapons Ithilmar Weapons Sons of Caledor Sons of Caledor Swiftstride Swiftstride Valour of Ages Valour of Ages"},"2011":{"id":"high-elf-realms/unit/eagle-claw-bolt-thrower","path":"high-elf-realms/unit/eagle-claw-bolt-thrower","title":"Eagle-Claw Bolt Thrower","pathText":"high elf realms unit eagle claw bolt thrower","type":"unit","body":"Eagle-Claw Bolt Thrower Sea Guard Crew Cost 70 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Eagle-Claw Bolt Throwers Troop Type War Machine Unit Category War Machine Equipment Repeater bolt thrower hand weapons light armour Special Rules Elven Reflexes Skirmishers Valour of Ages Eagle-Claw Bolt Throwers War Machines War Machines Bolt Throwers Bolt Throwers Hand Weapon Hand Weapon Light Armour Light Armour Elven Reflexes Elven Reflexes Skirmish Formation Skirmish Formation Valour of Ages Valour of Ages"},"2012":{"id":"high-elf-realms/unit/ellyrian-reaver","path":"high-elf-realms/unit/ellyrian-reaver","title":"Ellyrian Reavers","pathText":"high elf realms unit ellyrian reaver","type":"unit","body":"Ellyrian Reaver Harbinger Elven Steed Cost 16 Base Size 30 x 60 mm Unit Size 5+ Type Ellyrian Reavers Troop Type Light Cavalry Unit Category Cavalry Equipment Elyrian Reavers: Hand weapons, cavalry spears and light armour Elven Steeds: Hooves (counts as a hand weapon) Special Rules Elven Reflexes Fast Cavalry Open Order Swiftstride Valour of Ages Options The entire unit may: Take shortbows (+2 points per model) Or: Replace cavalry spears with shortbows (+1 point per model) Any unit may: Upgrade one model to a Harbinger (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Harbinger may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Scouts special rule (+2 points per model) Have the Skirmishers special rule (+1 point per model) Purchase a magic standard worth up to 25 points Optional Rules Scouts Skirmishers Ellyrian Reavers Light Cavalry Cavalry Hand Weapon Cavalry Spear Light Armour Hand Weapon Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Open Order Formation Open Order Formation Swiftstride Swiftstride Valour of Ages Valour of Ages Shortbow Cavalry Spear Scouts Skirmish Formation Scouts Scouts Skirmish Formation Skirmish Formation"},"2013":{"id":"high-elf-realms/unit/elven-archer","path":"high-elf-realms/unit/elven-archer","title":"Elven Archers","pathText":"high elf realms unit elven archer","type":"unit","body":"Elven Archer Sentinel Cost 9 Base Size 25 x 25 mm Unit Size 5+ Type Ulthuan Militia Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons longbows Special Rules Close Order Detachment Elven Reflexes Valour of Ages Options Any unit may: Upgrade one model to a Sentinel (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Elven Archers may take light armour (+1 point per model) 0-1 unit of Elven Archers per 1,000 points may: Replace the Valour of Ages special rule with Veteran (+1 point per model) Purchase a magic standard worth up to 25 points Optional Rules Veteran Ulthuan Militia Regular Infantry Infantry Hand Weapon Hand Weapon Longbow Longbow Close Order Close Order Detachment Special Rules Detachment Special Rules Elven Reflexes Elven Reflexes Valour of Ages Valour of Ages Light Armour Valour of Ages Veteran Veteran Veteran"},"2014":{"id":"high-elf-realms/unit/elven-spearman","path":"high-elf-realms/unit/elven-spearman","title":"Elven Spearmen","pathText":"high elf realms unit elven spearman","type":"unit","body":"Elven Spearman Sentinel Cost 8 Base Size 25 x 25 mm Unit Size 5+ Type Ulthuan Militia Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons thrusting spears light armour shields Special Rules Close Order Elven Reflexes Martial Prowess Regimental Unit Valour of Ages Options Any unit may: Upgrade one model to a Sentinel (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Elven Spearmen may have the Shieldwall special rule (+10 points per unit) 0-1 unit of Elven Spearmen per 1,000 points may: Replace the Valour of Ages special rule with Veteran (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Shieldwall Veteran Ulthuan Militia Regular Infantry Infantry Hand Weapon Hand Weapon Thrusting Spear Thrusting Spear Light Armour Light Armour Shield Shield Close Order Close Order Elven Reflexes Elven Reflexes Martial Prowess Martial Prowess Regimental Unit Regimental Unit Valour of Ages Valour of Ages Shieldwall Valour of Ages Veteran Shieldwall Shieldwall Veteran Veteran"},"2015":{"id":"high-elf-realms/unit/elven-steed","path":"high-elf-realms/unit/elven-steed","title":"Elven Steed","pathText":"high elf realms unit elven steed","type":"unit","body":"Elven Steed Cost Override +14 points Base Size 30 x 60 mm Unit Size 1 Type Elven Steed Troop Type Light Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) Special Rules Fast Cavalry Swiftstride Elven Steed Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"2016":{"id":"high-elf-realms/unit/flamespyre-phoenix","path":"high-elf-realms/unit/flamespyre-phoenix","title":"Flamespyre Phoenix","pathText":"high elf realms unit flamespyre phoenix","type":"unit","body":"Flamespyre Phoenix Cost 170 Base Size 50 x 100 mm Unit Size 1 Type Flamespyre Phoenix Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws blazing plumage (counts as heavy armour) Special Rules Blessings of Asuryan Close Order Fear Flaming Attacks Fly (10) From the Ashes Large Target Stomp Attacks (2) Swiftstride Wake of Fire Monstrous Creatures Monsters Wicked Claws Wicked Claws Heavy Armour Heavy Armour Blessings of Asuryan Blessings of Asuryan Close Order Close Order Fear Fear Flaming Attacks Flaming Attacks Fly (X) Fly (X) From The Ashes From The Ashes Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Wake of Fire Wake of Fire"},"2017":{"id":"high-elf-realms/unit/flamespyre-phoenix-mount","path":"high-elf-realms/unit/flamespyre-phoenix-mount","title":"Flamespyre Phoenix (Mount)","pathText":"high elf realms unit flamespyre phoenix mount","type":"unit","body":"A Flamespyre Phoenix may only be included in your army as a character's mount. Its points are added to that of its rider. Flamespyre Phoenix (Mount) Cost Override +170 points Base Size 50 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws blazing plumage (counts as heavy armour) Special Rules Blessings of Asuryan Close Order Fear Flaming Attacks Fly (10) From the Ashes Large Target Stomp Attacks (2) Swiftstride Wake of Fire Monstrous Creatures Monsters Wicked Claws Wicked Claws Heavy Armour Heavy Armour Blessings of Asuryan Blessings of Asuryan Close Order Close Order Fear Fear Flaming Attacks Flaming Attacks Fly (X) Fly (X) From The Ashes From The Ashes Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Wake of Fire Wake of Fire"},"2018":{"id":"high-elf-realms/unit/frostheart-phoenix","path":"high-elf-realms/unit/frostheart-phoenix","title":"Frostheart Phoenix","pathText":"high elf realms unit frostheart phoenix","type":"unit","body":"Frostheart Phoenix Cost 205 Base Size 50 x 100 mm Unit Size 1 Type Frostheart Phoenix Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws frozen plumage (counts as full plate armour) Special Rules Blizzard Aura Close Order Fear Fly (9) Large Target Stomp Attacks (2) Swiftstride Monstrous Creatures Monsters Wicked Claws Wicked Claws Full Plate Armour Full Plate Armour Blizzard Aura Blizzard Aura Close Order Close Order Fear Fear Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2019":{"id":"high-elf-realms/unit/frostheart-phoenix-mount","path":"high-elf-realms/unit/frostheart-phoenix-mount","title":"Frostheart Phoenix (Mount)","pathText":"high elf realms unit frostheart phoenix mount","type":"unit","body":"A Frostheart Phoenix may only be included in your army as a character's mount. Its points are added to that of its rider. Frostheart Phoenix (Mount) Cost Override +205 points Base Size 50 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws frozen plumage (counts as full plate armour) Special Rules Blizzard Aura Close Order Fear Fly (9) Large Target Stomp Attacks (2) Swiftstride Monstrous Creatures Monsters Wicked Claws Wicked Claws Full Plate Armour Full Plate Armour Blizzard Aura Blizzard Aura Close Order Close Order Fear Fear Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2020":{"id":"high-elf-realms/unit/great-eagle","path":"high-elf-realms/unit/great-eagle","title":"Great Eagle","pathText":"high elf realms unit great eagle","type":"unit","body":"Great Eagle Cost 60 Base Size 50 x 50 mm Unit Size 1 Type Great Eagles Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw Special Rules Close Order Fear Fly (10) Stomp Attacks (1) Swiftstride Great Eagles Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Close Order Close Order Fear Fear Fly (X) Fly (X) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2021":{"id":"high-elf-realms/unit/great-eagle-mount","path":"high-elf-realms/unit/great-eagle-mount","title":"Great Eagle (Mount)","pathText":"high elf realms unit great eagle mount","type":"unit","body":"A Great Eagle may be included in your army as a character’s mount. If so, its points are added to that of its rider. Great Eagle (Mount) Cost Override +60 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw Special Rules Close Order Fear Fly (10) Stomp Attacks (1) Swiftstride Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Close Order Close Order Fear Fear Fly (X) Fly (X) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2022":{"id":"high-elf-realms/unit/griffon-high-elves","path":"high-elf-realms/unit/griffon-high-elves","title":"Griffon (High Elves)","pathText":"high elf realms unit griffon high elves","type":"unit","body":"A Griffon may only be included in your army as a character's mount. Its points are added to that of its rider. Griffon Cost Override +130 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw griffonic pelt (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2023":{"id":"high-elf-realms/unit/handmaiden-of-the-everqueen","path":"high-elf-realms/unit/handmaiden-of-the-everqueen","title":"Handmaiden of the Everqueen","pathText":"high elf realms unit handmaiden of the everqueen","type":"unit","body":"Handmaiden of the Everqueen Cost 65 Base Size 25 x 25 mm Unit Size 1 Type Handmaidens Of The Everqueen Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Handmaiden's spear Bow of Avelorn light armour Special Rules Arrows of Isha Evasive Ignores Cover Immune to Psychology Ithilmar Armour Ithilmar Weapons Strike First Options May replace light armour with heavy armour (+3 points) May purchase magic items up to a total of 50 points 0-1 Handmaiden of the Everqueen may take the Horn of Isha (+25 points) Optional Rules Horn of Isha Handmaidens Of The Everqueen Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Handmaiden's Spear Handmaiden's Spear Bow of Avelorn Bow of Avelorn Light Armour Light Armour Arrows of Isha Arrows of Isha Evasive Evasive Ignores Cover Ignores Cover Immune to Psychology Immune to Psychology Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Ithilmar Weapons Ithilmar Weapons Strike First Strike First Light Armour Heavy Armour Horn of Isha Horn of Isha Horn of Isha"},"2024":{"id":"high-elf-realms/unit/ishaya-vess","path":"high-elf-realms/unit/ishaya-vess","title":"Ishaya Vess","pathText":"high elf realms unit ishaya vess","type":"unit","body":"Ishaya Vess may be included in any High Elf Realms army made using any army composition list that includes the option to take one or more units of Lothern Sea Guard. She must be fielded as presented here. Ishaya Vess Cost 170 Base Size 25 x 25 mm Unit Size 1 Troop Type Named Character Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon heavy armour shield Mathlann's Ire warbow Special Rules Commanding Voice Ithilmar Weapons Naval Discipline Rallying Cry Strike First Precision Strikes Valour of Ages Named Characters (Warhammer Armies) Regular Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Mathlann's Ire Mathlann's Ire Warbow Warbow Commanding Voice Commanding Voice Ithilmar Weapons Ithilmar Weapons Naval Discipline Naval Discipline Rallying Cry Rallying Cry Strike First Strike First Precision Strikes Precision Strikes Valour of Ages Valour of Ages"},"2025":{"id":"high-elf-realms/unit/korhil-lionmane","path":"high-elf-realms/unit/korhil-lionmane","title":"Korhil Lionmane","pathText":"high elf realms unit korhil lionmane","type":"unit","body":"Korhil may be included in any High Elf Realms army made using any army composition list that includes the option to take one or more units of White Lions of Chrace. He must be fielded as presented here. Korhil Lionmane Cost 175 Base Size 25 x 25 mm Unit Size 1 Troop Type Named Character Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapon Chayal the Pelt of Charandis heavy armour Special Rules Elven Reflexes Furious Charge Mighty Constitution Move Through Cover Stubborn Valour of Ages Options May be mounted on a Chieftain's Chariot (+105 points) Note that Furious Charge and Move Through Cover do not apply to Korhil's mount (should he have one). Named Characters (Warhammer Armies) Heavy Infantry Infantry Hand Weapon Hand Weapon Chayal Chayal The Pelt of Charandis The Pelt of Charandis Heavy Armour Heavy Armour Elven Reflexes Elven Reflexes Furious Charge Furious Charge Mighty Constitution Mighty Constitution Move Through Cover Move Through Cover Stubborn Stubborn Valour of Ages Valour of Ages Chieftain's Chariot"},"2026":{"id":"high-elf-realms/unit/lion-chariot","path":"high-elf-realms/unit/lion-chariot","title":"Lion Chariot of Chrace","pathText":"high elf realms unit lion chariot","type":"unit","body":"A Lion Chariot may be included in your army as a character's mount. Its points are added to that of its rider. Lion Chariot Lion Charioteer (x2) War Lion (x2) Cost 125 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Lion Chariot Of Chrace Troop Type Heavy Chariot Unit Category Chariot Equipment Lion Charioteers: Hand weapons and Chracian great blades War Lions: Claws and fangs (counts as a hand weapon) Special Rules Close Order Elven Reflexes Fear First Charge Impact Hits (D6) Lion Cloak Stubborn Valour of Ages Heavy Chariots Chariots Hand Weapon Chracian Great Blade Hand Weapon Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Lion Cloak Lion Cloak Stubborn Stubborn Valour of Ages Valour of Ages"},"2027":{"id":"high-elf-realms/unit/lion-guard","path":"high-elf-realms/unit/lion-guard","title":"Lion Guard","pathText":"high elf realms unit lion guard","type":"unit","body":"Lion Guard Lion Guard Captain Cost 17 Base Size 25 x 25 mm Unit Size 5+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons Chracian great blades heavy armour Special Rules Champions of Chrace Close Order Elven Reflexes Furious Charge Lion Cloak Stubborn Veteran Options Any unit may: Upgrade one model to a Lion Guard Captain (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points A Lion Guard Captain may purchase magic items up to a total of 50 points Heavy Infantry Infantry Hand Weapon Hand Weapon Chracian Great Blade Chracian Great Blade Heavy Armour Heavy Armour Champions of Chrace Champions of Chrace Close Order Close Order Elven Reflexes Elven Reflexes Furious Charge Furious Charge Lion Cloak Lion Cloak Stubborn Stubborn Veteran Veteran"},"2028":{"id":"high-elf-realms/unit/mage","path":"high-elf-realms/unit/mage","title":"Mage","pathText":"high elf realms unit mage","type":"unit","body":"Mage Cost 80 Base Size 25 x 25 mm Unit Size 1 Type High Elf Mages Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Ithilmar Weapons Lileath's Blessing Lore of Saphery Valour of Ages Options May be mounted: Elven Steed (+14 points) Barded Elven Steed (+18 points) Great Eagle (+60 points) May take a single Elven Honour A character with the Chracian Hunter Elven Honour may be mounted on a Lion Chariot (+75 points) A character with the Sea Guard Elven Honour may be mounted on a Lothern Skycutter (+90 points) A character with the Blood of Caledor Elven Honour may be mounted on a Sun Dragon (+180 points) A character with the Anointed of Asuryan Elven Honour may be mounted on a: Flamespyre Phoenix (+170 points) Frostheart Phoenix (+205 points) A Mage may: Be a Level 2 Wizard +30 points Purchase magic items up to a total of 50 points High Elf Mages Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism High Magic Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Ithilmar Weapons Ithilmar Weapons Lileath's Blessing Lileath's Blessing Lore of Saphery Lore of Saphery Valour of Ages Valour of Ages Elven Steed Barded Elven Steed Great Eagle (Mount) Elven Honours Chracian Hunter Lion Chariot of Chrace Sea Guard Lothern Skycutter Blood of Caledor Sun Dragon Anointed of Asuryan Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount)"},"2029":{"id":"high-elf-realms/unit/merwyrm","path":"high-elf-realms/unit/merwyrm","title":"Merwyrm","pathText":"high elf realms unit merwyrm","type":"unit","body":"Merwyrm Cost 200 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Lashing talons serpentine tail briny breath iridescent scales (counts as heavy armour) Special Rules Abyssal Cloak Close Order Enfeebling Cold Impact Hits (D3) Large Target Stomp Attacks (D3+1) Terror From The Depths: Any army made using the High Elf Realms Grand Army composition list that includes one or more units of Lothern Sea Guard may include 0-1 Merwyrm as a Rare choice. Behemoths Monsters Lashing Talons Lashing Talons Serpentine Tail Serpentine Tail Briny Breath Briny Breath Heavy Armour Heavy Armour Abyssal Cloak Abyssal Cloak Close Order Close Order Enfeebling Cold Enfeebling Cold Impact Hits (X) Impact Hits (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Terror Terror High Elf Realms Army List Lothern Sea Guard"},"2030":{"id":"high-elf-realms/unit/moon-dragon","path":"high-elf-realms/unit/moon-dragon","title":"Moon Dragon","pathText":"high elf realms unit moon dragon","type":"unit","body":"A Moon Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Moon Dragon Cost Override +235 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws dragon fire draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Large Target Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Dragon Fire Dragon Fire Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2031":{"id":"high-elf-realms/unit/noble","path":"high-elf-realms/unit/noble","title":"Noble","pathText":"high elf realms unit noble","type":"unit","body":"Noble Cost 70 Base Size 25 x 25 mm Unit Size 1 Type High Elf Lords Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Ithilmar Weapons Strike First Valour of Ages Options May take one of the following: Additional hand weapon (+3 points) Cavalry spear (if appropriately mounted) (+2 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take one of the following: Longbow (+4 points) Bow of Avelorn (+12 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Elven Steed (+14 points) Barded Elven Steed (+18 points) Tiranoc Chariot (+75 points) Griffon (+130 points) Great Eagle (+60 points) May take a single Elven Honour A character with the Chracian Hunter Elven Honour may be mounted on a Lion Chariot (+75 points) A character with the Sea Guard Elven Honour may be mounted on a Lothern Skycutter (+90 points) A character with the Blood of Caledor Elven Honour may be mounted on a Sun Dragon (+180 points) A character with the Anointed of Asuryan Elven Honour may be mounted on a: Flamespyre Phoenix (+170 points) Frostheart Phoenix (+205 points) A Noble may purchase magic items up to a total of 50 points Optional Rules Bow of Avelorn Note that Strike First does not apply to this model's mount (should it have one). High Elf Lords Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Ithilmar Weapons Ithilmar Weapons Strike First Strike First Valour of Ages Valour of Ages Two Hand Weapons/Additional Hand Weapon Cavalry Spear Great Weapon Halberd Lance Longbow Bow of Avelorn Shield Light Armour Heavy Armour Full Plate Armour Elven Steed Barded Elven Steed Tiranoc Chariot Griffon (High Elves) Great Eagle (Mount) Elven Honours Chracian Hunter Lion Chariot of Chrace Sea Guard Lothern Skycutter Blood of Caledor Sun Dragon Anointed of Asuryan Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount) Bow of Avelorn Bow of Avelorn"},"2032":{"id":"high-elf-realms/unit/phoenix-guard","path":"high-elf-realms/unit/phoenix-guard","title":"Phoenix Guard","pathText":"high elf realms unit phoenix guard","type":"unit","body":"Phoenix Guard Keeper of the Flame Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Phoenix Guard Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons ceremonial halberds full plate armour Special Rules Blessings of Asuryan Close Order Elven Reflexes Fear Martial Prowess Veteran Witness to Destiny Options Any unit may: Upgrade one model to a Keeper of the Flame (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Drilled special rule (+1 point per model) Purchase a magic standard worth up to 100 points A Keeper of the Flame may purchase magic items up to a total of 25 points Optional Rules Drilled Phoenix Guard Heavy Infantry Infantry Hand Weapon Hand Weapon Ceremonial Halberd Ceremonial Halberd Full Plate Armour Full Plate Armour Blessings of Asuryan Blessings of Asuryan Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear Martial Prowess Martial Prowess Veteran Veteran Witness to Destiny Witness to Destiny Drilled Drilled Drilled"},"2033":{"id":"high-elf-realms/unit/prince","path":"high-elf-realms/unit/prince","title":"Prince","pathText":"high elf realms unit prince","type":"unit","body":"Prince Cost 130 Base Size 25 x 25 mm Unit Size 1 Type High Elf Lords Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Ithilmar Weapons Strike First Valour of Ages Options May take one of the following: Additional hand weapon (+3 points) Cavalry spear (if appropriately mounted) (+2 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take one of the following: Longbow (+4 points) Bow of Avelorn (+12 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Elven Steed (+14 points) Barded Elven Steed (+18 points) Tiranoc Chariot (+75 points) Griffon (+130 points) Moon Dragon (+235 points) Star Dragon (+290 points) Great Eagle (+60 points) May take a single Elven Honour A character with the Chracian Hunter Elven Honour may be mounted on a Lion Chariot (+75 points) A character with the Sea Guard Elven Honour may be mounted on a Lothern Skycutter (+90 points) A character with the Blood of Caledor Elven Honour may be mounted on a Sun Dragon (+180 points) A character with the Anointed of Asuryan Elven Honour may be mounted on a: Flamespyre Phoenix (+170 points) Frostheart Phoenix (+205 points) A Prince may purchase magic items up to a total of 100 points Optional Rules Bow of Avelorn Note that Strike First does not apply to this model's mount (should it have one). High Elf Lords Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Ithilmar Weapons Ithilmar Weapons Strike First Strike First Valour of Ages Valour of Ages Two Hand Weapons/Additional Hand Weapon Cavalry Spear Great Weapon Halberd Lance Longbow Bow of Avelorn Shield Light Armour Heavy Armour Full Plate Armour Elven Steed Barded Elven Steed Tiranoc Chariot Griffon (High Elves) Moon Dragon Star Dragon Great Eagle (Mount) Elven Honours Chracian Hunter Lion Chariot of Chrace Sea Guard Lothern Skycutter Blood of Caledor Sun Dragon Anointed of Asuryan Flamespyre Phoenix (Mount) Frostheart Phoenix (Mount) Bow of Avelorn Bow of Avelorn"},"2034":{"id":"high-elf-realms/unit/sea-guard","path":"high-elf-realms/unit/sea-guard","title":"Lothern Sea Guard","pathText":"high elf realms unit sea guard","type":"unit","body":"Sea Guard Sea Master Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Lothern Sea Guard Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons thrusting spears warbows light armour Special Rules Close Order Elven Reflexes Martial Prowess Naval Discipline Valour of Ages Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Sea Master (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Sea Master may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Replace the Valour of Ages special rule with Veteran (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Veteran Lothern Sea Guard Regular Infantry Infantry Hand Weapon Hand Weapon Thrusting Spear Thrusting Spear Warbow Warbow Light Armour Light Armour Close Order Close Order Elven Reflexes Elven Reflexes Martial Prowess Martial Prowess Naval Discipline Naval Discipline Valour of Ages Valour of Ages Shield Valour of Ages Veteran Veteran Veteran"},"2035":{"id":"high-elf-realms/unit/sea-guard-garrison-commander","path":"high-elf-realms/unit/sea-guard-garrison-commander","title":"Sea Guard Garrison Commander","pathText":"high elf realms unit sea guard garrison commander","type":"unit","body":"Sea Guard Garrison Commander Cost 90 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon warbow light armour Special Rules Accomplished Archers Ithilmar Weapons Naval Discipline Strike First Valour of Ages Options May take a cavalry spear (if appropriately mounted) (+2 points) May replace their warbow with a longbow (+4 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) May be mounted on a: Lothern Skycutter (+90 points) Griffon (+130 points) Great Eagle (+60 points) May purchase magic items up to a total of 75 points Note that Strike First does not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Warbow Warbow Light Armour Light Armour Accomplished Archers Accomplished Archers Ithilmar Weapons Ithilmar Weapons Naval Discipline Naval Discipline Strike First Strike First Valour of Ages Valour of Ages Cavalry Spear Warbow Longbow Shield Light Armour Heavy Armour Lothern Skycutter Griffon (High Elves) Great Eagle (Mount)"},"2036":{"id":"high-elf-realms/unit/shadow-warrior","path":"high-elf-realms/unit/shadow-warrior","title":"Shadow Warriors","pathText":"high elf realms unit shadow warrior","type":"unit","body":"Shadow Warrior Shadow-walker Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Shadow Warriors Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons longbows light armour Special Rules Elven Reflexes Evasive Fire & Flee Ithilmar Weapons Move Through Cover Scouts Skirmishers Veteran Warriors of Nagarythe Options Any unit may upgrade one model to a Shadow-walker (champion) (+6 points per unit) A Shadow-walker may purchase magic items up to a total of 25 points 0-1 unit in your army may: Have the Ambushers special rule (+1 point per model) Have the Chariot Runners special rule (+1 point per model) Have the Feigned Flight special rule (+1 point per model) Optional Rules Ambushers Chariot Runners Feigned Flight Shadow Warriors Regular Infantry Infantry Hand Weapon Hand Weapon Longbow Longbow Light Armour Light Armour Elven Reflexes Elven Reflexes Evasive Evasive Fire & Flee Fire & Flee Ithilmar Weapons Ithilmar Weapons Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation Veteran Veteran Warriors of Nagarythe Warriors of Nagarythe Ambushers Chariot Runners Feigned Flight Ambushers Ambushers Chariot Runners Chariot Runners Feigned Flight Feigned Flight"},"2037":{"id":"high-elf-realms/unit/ships-company","path":"high-elf-realms/unit/ships-company","title":"Ship's Company","pathText":"high elf realms unit ships company","type":"unit","body":"Ship's Company Midshipman Bosun Cost 9 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons warbows Special Rules Detachment Elven Reflexes Evasive Fire & Flee Open Order Valour of Ages Options The entire unit may replace warbows with thrusting spears and shields (Free) Any unit may: Upgrade one model to a Midshipman (champion) (+5 points per unit) Or: Upgrade one model to a Bosun (champion) (+5 points per unit) Any unit may: Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) The entire unit may take light armour (+1 point per model) 0-1 unit per 1,000 points may: Replace the Open Order special rule with Skirmishers (Free) Replace the Valour of Ages special rule with Veteran (+1 point per model) Optional Rules Skirmishers Veteran Regular Infantry Infantry Hand Weapon Hand Weapon Warbow Warbow Detachment Special Rules Detachment Special Rules Elven Reflexes Elven Reflexes Evasive Evasive Fire & Flee Fire & Flee Open Order Formation Open Order Formation Valour of Ages Valour of Ages Warbow Thrusting Spear Shield Light Armour Open Order Formation Skirmish Formation Valour of Ages Veteran Skirmish Formation Skirmish Formation Veteran Veteran"},"2038":{"id":"high-elf-realms/unit/silver-helm","path":"high-elf-realms/unit/silver-helm","title":"Silver Helms","pathText":"high elf realms unit silver helm","type":"unit","body":"Silver Helm High Helm Barded Elven Steed Cost 23 Base Size 30 x 60 mm Unit Size 4+ Type Silver Helms Troop Type Heavy Cavalry Unit Category Cavalry Equipment Silver Helms: Hand weapons, lances and heavy armour Elven Steeds: Hooves (counts as a hand weapon) Special Rules Close Order Elven Reflexes First Charge Ithilmar Barding Swiftstride Valour of Ages Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a High Helm (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic banner worth up to 25 points A High Helm may purchase magic items up to a total of 25 points Silver Helms Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Hand Weapon Close Order Close Order Elven Reflexes Elven Reflexes First Charge First Charge Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Swiftstride Swiftstride Valour of Ages Valour of Ages Shield"},"2039":{"id":"high-elf-realms/unit/sister-of-avelorn","path":"high-elf-realms/unit/sister-of-avelorn","title":"Sisters of Avelorn","pathText":"high elf realms unit sister of avelorn","type":"unit","body":"Sister of Avelorn High Sister Cost 15 Base Size 25 x 25 mm Unit Size 5+ Type Sisters Of Avelorn Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons bows of Avelorn light armour Special Rules Arrows of Isha Evasive Ignores Cover Immune to Psychology Ithilmar Armour Ithilmar Weapons Open Order Skirmishers Strike First Options Any unit may upgrade one model to a High Sister (champion) (+7 points per unit) A High Sister may purchase magic items up to a total of 50 points 0-1 unit in your army may: Have the Ambushers special rule (+1 point per model) Have the Stubborn special rule (+1 point per model) Optional Rules Ambushers Stubborn Sisters Of Avelorn Regular Infantry Infantry Hand Weapon Hand Weapon Bow of Avelorn Bow of Avelorn Light Armour Light Armour Arrows of Isha Arrows of Isha Evasive Evasive Ignores Cover Ignores Cover Immune to Psychology Immune to Psychology Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Ithilmar Weapons Ithilmar Weapons Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Strike First Strike First Ambushers Stubborn Ambushers Ambushers Stubborn Stubborn"},"2040":{"id":"high-elf-realms/unit/skycutter","path":"high-elf-realms/unit/skycutter","title":"Lothern Skycutter","pathText":"high elf realms unit skycutter","type":"unit","body":"A Lothern Skycutter may be included in your army as a character's mount. Its points are added to that of its rider. Lothern Skycutter Sea Guard Crew (x3) Swiftfeather Roc (x1) Cost 90 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type Lothern Skycutters Troop Type Heavy Chariot Unit Category Chariot Equipment Sea Guard Crew: Hand weapons, cavalry spears and shortbows Swiftfeather Roc: Wicked claws Special Rules Close Order Elven Reflexes (Crew only) Fear Fly (10) Impact Hits (D3+1) Swiftstride Valour of Ages Options May take an eagle-eye bolt thrower (+25 points) Optional Rules Eagle-eye Bolt Thrower Lothern Skycutters Heavy Chariots Chariots Hand Weapon Cavalry Spear Shortbow Wicked Claws Close Order Close Order Elven Reflexes Elven Reflexes Fear Fear Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Swiftstride Swiftstride Valour of Ages Valour of Ages Eagle-eye Bolt Thrower Eagle-eye Bolt Thrower"},"2041":{"id":"high-elf-realms/unit/star-dragon","path":"high-elf-realms/unit/star-dragon","title":"Star Dragon","pathText":"high elf realms unit star dragon","type":"unit","body":"A Star Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Star Dragon Cost Override +290 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws dragon fire draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Large Target Stomp Attacks (D6+1) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Dragon Fire Dragon Fire Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2042":{"id":"high-elf-realms/unit/storm-weaver","path":"high-elf-realms/unit/storm-weaver","title":"Storm Weaver","pathText":"high elf realms unit storm weaver","type":"unit","body":"Storm Weaver Cost 85 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Ithilmar Weapons Lore of Saphery Valour of Ages Options May be mounted on a Unicorn (+35 points) A Storm Weaver may: Be a Level 2 Wizard (+30 points) Be a Level 3 Wizard (+60 points) Purchase magic items up to a total of 75 points Wandering Mages: Any army made using the High Elf Realms Grand Army composition list may include 0-1 Storm Weaver per 1,000 points as a Character choice. Regular Infantry Characters (Troop Types) Infantry Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Ithilmar Weapons Ithilmar Weapons Lore of Saphery Lore of Saphery Valour of Ages Valour of Ages Unicorn High Elf Realms Army List"},"2043":{"id":"high-elf-realms/unit/sun-dragon","path":"high-elf-realms/unit/sun-dragon","title":"Sun Dragon","pathText":"high elf realms unit sun dragon","type":"unit","body":"A Sun Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Sun Dragon Cost Override +180 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws dragon fire draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Impetuous Large Target Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Dragon Fire Dragon Fire Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Impetuous Impetuous Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2044":{"id":"high-elf-realms/unit/swordmaster","path":"high-elf-realms/unit/swordmaster","title":"Swordmasters of Hoeth","pathText":"high elf realms unit swordmaster","type":"unit","body":"Swordmaster Bladelord Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Swordmasters Of Hoeth Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons swords of Hoeth heavy armour Special Rules Cleaving Blow Close Order Deflect Shots Elven Reflexes Ithilmar Armour Magic Resistance (-1) Valour of Ages Warriors of the White Tower Options Any unit may: Upgrade one model to a Bladelord (champion) +6 points per unit Upgrade one model to a standard bearer +6 points per unit Upgrade one model to a musician +6 points per unit Have the Drilled special rule +1 point per model Purchase a magic standard worth up to 50 points A Bladelord may purchase magic items up to a total of 50 points Optional Rules Drilled Swordmasters Of Hoeth Regular Infantry Infantry Hand Weapon Hand Weapon Sword of Hoeth Sword of Hoeth Heavy Armour Heavy Armour Cleaving Blow Cleaving Blow Close Order Close Order Deflect Shots Deflect Shots Elven Reflexes Elven Reflexes Ithilmar Armour/Ithilmar Barding Ithilmar Armour/Ithilmar Barding Magic Resistance (-X) Magic Resistance (-X) Valour of Ages Valour of Ages Warriors of the White Tower Warriors of the White Tower Drilled Drilled Drilled"},"2045":{"id":"high-elf-realms/unit/tiranoc-chariot","path":"high-elf-realms/unit/tiranoc-chariot","title":"Tiranoc Chariot","pathText":"high elf realms unit tiranoc chariot","type":"unit","body":"A Tiranoc Chariot may be included in your army as a character's mount. Its points are added to that of its rider. Tiranoc Chariot Tiranoc Charioteer (x2) Elven Steed (x2) Cost 75 Base Size 50 x 100 mm Unit Size 1-4 Armour Value 5+ Type Tiranoc Chariots Troop Type Light Chariot Unit Category Chariot Equipment Tiranoc Charioteers: Hand weapons, cavalry spears and longbows Elven Steeds: Hooves (counts as a hand weapon) Special Rules Elven Reflexes Impact Hits (D6) Open Order Quick Shot Swiftstride Valour of Ages Tiranoc Chariots Light Chariots Chariots Hand Weapon Cavalry Spear Longbow Hand Weapon Elven Reflexes Elven Reflexes Impact Hits (X) Impact Hits (X) Open Order Formation Open Order Formation Quick Shot Quick Shot Swiftstride Swiftstride Valour of Ages Valour of Ages"},"2046":{"id":"high-elf-realms/unit/unicorn","path":"high-elf-realms/unit/unicorn","title":"Unicorn","pathText":"high elf realms unit unicorn","type":"unit","body":"Unicorn Cost Override +35 points Base Size 40 x 60 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hooves horn (counts as a hand weapon) Special Rules Armour Bane (2, Unicorn only) Armoured Hide (1) Beguiling Aura Counter Charge Magical Attacks Stomp Attacks (1) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Beguiling Aura Beguiling Aura Counter Charge Counter Charge Magical Attacks Magical Attacks Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2047":{"id":"high-elf-realms/unit/war-lions","path":"high-elf-realms/unit/war-lions","title":"War Lions","pathText":"high elf realms unit war lions","type":"unit","body":"War Lion Cost 18 Base Size 30 x 60 mm Unit Size 2-6 Troop Type War Beast Unit Category Cavalry Equipment Claws fangs (counts as hand weapons) Special Rules Cleaving Blow Fear Move Through Cover Open Order Swiftstride Vanguard The Lions Of Chrace: Any army made using the High Elf Realms Grand Army composition list that includes one or more units of White Lions of Chrace may include 0-1 unit of War Lions as a Rare choice. War Beasts Cavalry Hand Weapon Hand Weapon Cleaving Blow Cleaving Blow Fear Fear Move Through Cover Move Through Cover Open Order Formation Open Order Formation Swiftstride Swiftstride Vanguard Vanguard High Elf Realms Army List White Lions of Chrace"},"2048":{"id":"high-elf-realms/unit/white-lion","path":"high-elf-realms/unit/white-lion","title":"White Lions of Chrace","pathText":"high elf realms unit white lion","type":"unit","body":"White Lion Guardian Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type White Lions Of Chrace Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Chracian great blades heavy armour Special Rules Chracian Warriors Elven Reflexes Furious Charge King's Guard Lion Cloak Move Through Cover Open Order Stubborn Valour of Ages Options Any unit may: Upgrade one model to a Guardian (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Replace the Valour of Ages special rule with Veteran (+1 point per model) Purchase a magic standard worth up to 50 points A Guardian may purchase magic items up to a total of 25 points Optional Rules Veteran White Lions Of Chrace Regular Infantry Infantry Hand Weapon Hand Weapon Chracian Great Blade Chracian Great Blade Heavy Armour Heavy Armour Chracian Warriors Chracian Warriors Elven Reflexes Elven Reflexes Furious Charge Furious Charge King's Guard King's Guard Lion Cloak Lion Cloak Move Through Cover Move Through Cover Open Order Formation Open Order Formation Stubborn Stubborn Valour of Ages Valour of Ages Valour of Ages Veteran Veteran Veteran"},"2049":{"id":"high-elf-realms/weapon/bow-of-avelorn","path":"high-elf-realms/weapon/bow-of-avelorn","title":"Bow of Avelorn","pathText":"high elf realms weapon bow of avelorn","type":"rule","body":"High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan. Bow of Avelorn Armour Bane (1) Magical Attacks Volley Fire Armour Bane (X) Magical Attacks Volley Fire"},"2050":{"id":"high-elf-realms/weapon/briny-breath","path":"high-elf-realms/weapon/briny-breath","title":"Briny Breath","pathText":"high elf realms weapon briny breath","type":"rule","body":"Briny Breath Breath Weapon Notes: Any enemy unit that suffers one or more unsaved Wounds from this weapon suffers a -1 modifier to their Initiative characteristic until your next Start of Turn sub-phase. Breath Weapon Start of Turn"},"2051":{"id":"high-elf-realms/weapon/ceremonial-halberd","path":"high-elf-realms/weapon/ceremonial-halberd","title":"Ceremonial Halberd","pathText":"high elf realms weapon ceremonial halberd","type":"rule","body":"The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan's shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races. Ceremonial Halberd Armour Bane (1) Fight in Extra Rank Magical Attacks Requires Two Hands Notes: A model wielding a ceremonial halberd cannot make a supporting attacks during a turn in which it charged. Armour Bane (X) Fight in Extra Rank Magical Attacks Requires Two Hands Supporting Attacks"},"2052":{"id":"high-elf-realms/weapon/chracian-great-blade","path":"high-elf-realms/weapon/chracian-great-blade","title":"Chracian Great Blade","pathText":"high elf realms weapon chracian great blade","type":"rule","body":"White Lions proudly bear the traditional woodsman's axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow. Chracian Great Blade Requires Two Hands Strike Last Requires Two Hands Strike Last"},"2053":{"id":"high-elf-realms/weapon/dragon-fire","path":"high-elf-realms/weapon/dragon-fire","title":"Dragon Fire","pathText":"high elf realms weapon dragon fire","type":"rule","body":"Dragon Fire Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"2054":{"id":"high-elf-realms/weapon/eagle-eye-bolt-thrower","path":"high-elf-realms/weapon/eagle-eye-bolt-thrower","title":"Eagle-eye Bolt Thrower","pathText":"high elf realms weapon eagle eye bolt thrower","type":"rule","body":"Eagle-eye Bolt Thrower Cumbersome Multiple Wounds (D3) Cumbersome Multiple Wounds (X)"},"2055":{"id":"high-elf-realms/weapon/handmaidens-spear","path":"high-elf-realms/weapon/handmaidens-spear","title":"Handmaiden's Spear","pathText":"high elf realms weapon handmaidens spear","type":"rule","body":"Handmaiden’s Spear - Notes: During a turn in which it was charged, a model wielding a Handmaiden's spear gains a +1 modifier to its Initiative against the charging unit(s)."},"2056":{"id":"high-elf-realms/weapon/lashing-talons","path":"high-elf-realms/weapon/lashing-talons","title":"Lashing Talons","pathText":"high elf realms weapon lashing talons","type":"rule","body":"Lashing Talons Armour Bane (1) Armour Bane (X)"},"2057":{"id":"high-elf-realms/weapon/serpentine-tail","path":"high-elf-realms/weapon/serpentine-tail","title":"Serpentine Tail","pathText":"high elf realms weapon serpentine tail","type":"rule","body":"Serpentine Tail Strike Last Notes: In combat, this model must make one of its attacks each turn with this weapon. Strike Last"},"2058":{"id":"high-elf-realms/weapon/sword-of-hoeth","path":"high-elf-realms/weapon/sword-of-hoeth","title":"Sword of Hoeth","pathText":"high elf realms weapon sword of hoeth","type":"rule","body":"The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes. Sword of Hoeth Magical Attacks Requires Two Hands Magical Attacks Requires Two Hands"},"2059":{"id":"kingdom-of-bretonnia/armylist/bretonnian-exiles","path":"kingdom-of-bretonnia/armylist/bretonnian-exiles","title":"Bretonnian Exiles","pathText":"kingdom of bretonnia armylist bretonnian exiles","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Kingdom of Bretonnia army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field an army of Bretonnian Exiles in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Baron per 1,000 points 0-1 Damsel Paladins, Outcast Wizards and Sergeants-at-Arms Core At least 25% of your army's points value must be spent on: 1+ unit of Knights of the Realm on Foot and/or Mounted Knights of the Realm 1+ unit of Yeoman Guard and/or Peasant Bowmen 0-1 unit of Knights Errant per 1,000 points Men-at-Arms and Mounted Yeomen Special Up to 33% of your army's points value may be spent on: Squires and Pegasus Knights 0-1 unit of Battle Pilgrims per 1,000 points Rare Up to 33% of your army's points value may be spent on: Questing Knights and Border Princes Brigands 0-1 Field Trebuchet per 1,000 points 0-1 Border Princes Bombard per 1,000 points Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Free Company Militia and Empire Archers Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Paladin in your army may be upgraded to be your Battle Standard Bearer for no additional cost. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Kingdom of Bretonnia magic items lists. Forming Units Warhammer Armies Baron Damsel Paladin Outcast Wizard Sergeant-at-Arms Knights of the Realm on Foot Mounted Knights of the Realm Yeomen Guard Peasant Bowmen Knights Errant Men-at-Arms Mounted Yeomen Squires Pegasus Knights Battle Pilgrims Questing Knights Border Princes Brigands Field Trebuchet Border Princes Bombard Mercenaries (Warhammer Armies) Free Company Militia Empire Archers Mercenaries Misbehaving Mercenaries The Battle Standard"},"2060":{"id":"kingdom-of-bretonnia/armylist/errantry-crusade","path":"kingdom-of-bretonnia/armylist/errantry-crusade","title":"Errantry Crusade","pathText":"kingdom of bretonnia armylist errantry crusade","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Kingdom of Bretonnia army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field an Errantry Crusade army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Force of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Duke 0-1 Baron or Prophetess per 1,000 points 1+ Paladin Damsels and Sergeants-at-Arms Core At least 33% of your army's points value must be spent on: 1+ unit of Knights Errant per 1,000 points 0-1 unit of Battle Pilgrims may be taken as a Core choice Knights of the Realm on Foot, Squires and Mounted Knights of the Realm Special Up to 50% of your army's points value may be spent on: Men-at-Arms, Peasant Bowmen, Battle Pilgrims, Questing Knights and Pegasus Knights Rare Up to 33% of your army's points value may be spent on: Grail Knights and Mounted Yeomen 0-1 Field Trebuchet Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Empire Knights and Inner Circle Knights Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Paladin in your army may be upgraded to be your Battle Standard Bearer for no additional cost. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Kingdom of Bretonnia magic items lists. Forming Units Warhammer Armies Duke Baron Prophetess Paladin Damsel Sergeant-at-Arms Knights Errant Battle Pilgrims Knights of the Realm on Foot Squires Mounted Knights of the Realm Men-at-Arms Peasant Bowmen Battle Pilgrims Questing Knights Pegasus Knights Grail Knights Mounted Yeomen Field Trebuchet Mercenaries (Warhammer Armies) Empire Knights Inner Circle Knights Mercenaries Misbehaving Mercenaries The Battle Standard"},"2061":{"id":"kingdom-of-bretonnia/armylist/grand-army","path":"kingdom-of-bretonnia/armylist/grand-army","title":"Kingdom of Bretonnia Army List","pathText":"kingdom of bretonnia armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Kingdom of Bretonnia. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Duke 0-1 Baron or Prophetess per 1,000 points Paladins, Damsels and Sergeants-at-Arms Core At least 25% of your army's points value must be spent on: 1+ unit of Knights of the Realm on Foot and/or Mounted Knights of the Realm 1+ unit of Men-at-Arms and/or Peasant Bowmen 0-1 unit of Knights Errant per unit of Knights of the Realm on Foot or Mounted Knights of the Realm taken Special Up to 50% of your army's points value may be spent on: Squires, Questing Knights, Pegasus Knights and Mounted Yeomen 0-2 units of Battle Pilgrims per 1,000 points Rare Up to 25% of your army's points value may be spent on: Grail Knights 0-1 Field Trebuchet per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Kingdom of Bretonnia Army of Infamy composition list One of the following Grand Army composition lists: Dwarfen Mountain Holds (Suspicious) Empire of Man Grand Cathay High Elf Realms Wood Elf Realms (Suspicious) Battle Standard Bearer A single Paladin in your army may be upgraded to be your Battle Standard Bearer for no additional cost. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Duke Baron Prophetess Paladin Damsel Sergeant-at-Arms Knights of the Realm on Foot Mounted Knights of the Realm Men-at-Arms Peasant Bowmen Knights Errant Knights of the Realm on Foot Mounted Knights of the Realm Squires Questing Knights Pegasus Knights Mounted Yeomen Battle Pilgrims Grail Knights Field Trebuchet Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Dwarfen Mountain Holds Suspicious Allied Contingents Empire of Man Grand Cathay Army List High Elf Realms Wood Elf Realms Suspicious Allied Contingents The Battle Standard"},"2062":{"id":"kingdom-of-bretonnia/faction","path":"kingdom-of-bretonnia/faction","title":"Kingdom of Bretonnia","pathText":"kingdom of bretonnia faction","type":"army","body":"Rules Special Rules Aura of the Lady Banished Lords Shield of the Lady The Exile's Vow Peasant's Duty Reclaimed Glory Beguiling Aura Crusading Knights Crusader's Zeal Grail Monk Grail Reliquae The Crusader's Vow Earn Your Spurs Retinue of the Saints Aura of the Fay Living Saints Blessed Knight Dispersed Formation Blessings of the Lady Guardian of the Sacred Sites Finest Warhorses The Wyrm Slayer Arcane Backlash Lance Formation Peasantry Untutored Arcanist Immovable Object The Knight's Vow The Questing Vow The Grail Vow Forming the Lance Manoeuvring a Lance The Lance in Combat Blunting the Lance Casualty Removal Lance Formations & Skirmishers Characters Joining a Lance Weapons of War Blessed Triptych Blunderbuss Bombard Polearm Burning Braziers Serrated Maw Defensive Stakes Wicked Claws Field Trebuchet Warhammer Armies Kingdom of Bretonnia Army List Bretonnian Exiles Errantry Crusade Narrative Battles The Battle of Matorea The Lores of Magic Lore of the Lady Magic Items (and Abilities) Knightly Virtues Kingdom of Bretonnia Magic Items Units Named Character Lady Élisse Duchaard Sir Cecil Gastonne The Green Knight Character Baron Damsel Duke Outcast Wizard Paladin Prophetess Sergeant-at-Arms Mount Barded Pegasus Bretonnian Warhorse Royal Pegasus Unicorn Warhorse (Bretonnia) Infantry Battle Pilgrims Border Princes Brigands Knights of the Realm on Foot Men-at-Arms Peasant Bowmen Squires Yeomen Guard Cavalry Grail Knights Knights Errant Mounted Knights of the Realm Mounted Yeomen Pegasus Knights Questing Knights Monster Hippogryph War Machine Border Princes Bombard Field Trebuchet Aura of the Lady Banished Lords Shield of the Lady The Exile's Vow Peasant's Duty Reclaimed Glory Beguiling Aura Crusading Knights Crusader's Zeal Grail Monk Grail Reliquae The Crusader's Vow Earn Your Spurs Retinue of the Saints Aura of the Fay Living Saints Blessed Knight Dispersed Formation Blessings of the Lady Guardian of the Sacred Sites Finest Warhorses The Wyrm Slayer Arcane Backlash Lance Formation Peasantry Untutored Arcanist Immovable Object The Knight's Vow The Questing Vow The Grail Vow Forming the Lance Manoeuvring a Lance The Lance in Combat Blunting the Lance Casualty Removal Lance Formations & Skirmishers Characters Joining a Lance Blessed Triptych Blunderbuss Bombard Polearm Burning Braziers Serrated Maw Defensive Stakes Wicked Claws Field Trebuchet Kingdom of Bretonnia Army List Bretonnian Exiles Errantry Crusade The Battle of Matorea Lore of the Lady Knightly Virtues Kingdom of Bretonnia Magic Items Lady Élisse Duchaard Sir Cecil Gastonne The Green Knight Baron Damsel Duke Outcast Wizard Paladin Prophetess Sergeant-at-Arms Barded Pegasus Bretonnian Warhorse Royal Pegasus Unicorn Warhorse (Bretonnia) Battle Pilgrims Border Princes Brigands Knights of the Realm on Foot Men-at-Arms Peasant Bowmen Squires Yeomen Guard Grail Knights Knights Errant Mounted Knights of the Realm Mounted Yeomen Pegasus Knights Questing Knights Hippogryph Border Princes Bombard Field Trebuchet"},"2063":{"id":"kingdom-of-bretonnia/magic-item-list/kingdom-of-bretonnia-magic-items","path":"kingdom-of-bretonnia/magic-item-list/kingdom-of-bretonnia-magic-items","title":"Kingdom of Bretonnia Magic Items","pathText":"kingdom of bretonnia magic item list kingdom of bretonnia magic items","type":"rule","body":"These magic items are unique to Kingdom of Bretonnia armies. These can be purchased by models within a Kingdom of Bretonnia army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Kingdom of Bretonnia Magic Items Anointed Armour Antlers of the Great Hunt Banner of Châlons Banner of Honourable Warfare Banner of the Lady's Grace Banner of the Zealous Knight Conqueror's Tapestry Crusader's Clarion Crusader's Lance Crusader's Tapestry Diadem of Power Errantry Banner Falcon-horn of Fredemund Flamestrike Wand Foebreaker Frontier Axe Gauntlet of the Duel* Gilded Cuirass Grail Pendant Gromril Great Helm Heart of the Wilds Heartwood Lance Ironspike Shield Lucky Heirloom* Mantle of the Damsel Elena Morning Star of Fracasse Prayer Icon of Quenelles Sacrament of the Lady* Silver Mirror Sirienne's Locket Sword of Heroes Sword of the Quest Sword of the Stout Hearted The Seal of Parravon Valorous Standard Wyrmbreath Vial Anointed Armour Antlers of the Great Hunt Banner of Châlons Banner of Honourable Warfare Banner of the Lady's Grace Banner of the Zealous Knight Conqueror's Tapestry Crusader's Clarion Crusader's Lance Crusader's Tapestry Diadem of Power Errantry Banner Falcon-horn of Fredemund Flamestrike Wand Foebreaker Frontier Axe Gauntlet of the Duel* Gilded Cuirass Grail Pendant Gromril Great Helm Heart of the Wilds Heartwood Lance Ironspike Shield Lucky Heirloom* Mantle of the Damsel Elena Morning Star of Fracasse Prayer Icon of Quenelles Sacrament of the Lady* Silver Mirror Sirienne's Locket Sword of Heroes Sword of the Quest Sword of the Stout Hearted The Seal of Parravon Valorous Standard Wyrmbreath Vial"},"2064":{"id":"kingdom-of-bretonnia/magic-item-list/knightly-virtues","path":"kingdom-of-bretonnia/magic-item-list/knightly-virtues","title":"Knightly Virtues","pathText":"kingdom of bretonnia magic item list knightly virtues","type":"rule","body":"The history of Bretonnia is replete with tales of honour and glory, and no tales are more glorious than those of Gilles and his knightly Companions. Each of these knights represented the pinnacle of chivalry and exemplified a particular knightly virtue, and every knight since has sought to emulate the virtue of one of these bold heroes. To represent this, some models may be given a Knightly Virtue. A Virtue does not affect a model's mount (should it have one). Each Virtue may only be chosen once per army. Knightly Virtues Virtue of Audacity Virtue of Confidence Virtue of Discipline Virtue of Duty Virtue of Empathy Virtue of Heroism Virtue of Knightly Temper Virtue of Noble Disdain Virtue of Purity Virtue of Stoicism Virtue of the Ideal Virtue of the Impetuous Knight Virtue of the Joust Virtue of the Penitent Virtue of Audacity Virtue of Confidence Virtue of Discipline Virtue of Duty Virtue of Empathy Virtue of Heroism Virtue of Knightly Temper Virtue of Noble Disdain Virtue of Purity Virtue of Stoicism Virtue of the Ideal Virtue of the Impetuous Knight Virtue of the Joust Virtue of the Penitent"},"2065":{"id":"kingdom-of-bretonnia/magic-item/anointed-armour","path":"kingdom-of-bretonnia/magic-item/anointed-armour","title":"Anointed Armour","pathText":"kingdom of bretonnia magic item anointed armour","type":"magic-item","body":"Whilst the wearer's faith in the Lady of the Lake holds fast, so too shall the wards of protection placed upon this armour. Models with the Grail Vow whose troop type is infantry or cavalry only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost. The Grail Vow Infantry Cavalry Heavy Armour Blessings of the Lady Killing Blow Multiple Wounds (X)"},"2066":{"id":"kingdom-of-bretonnia/magic-item/antlers-of-the-great-hunt","path":"kingdom-of-bretonnia/magic-item/antlers-of-the-great-hunt","title":"Antlers of the Great Hunt","pathText":"kingdom of bretonnia magic item antlers of the great hunt","type":"magic-item","body":"The knight's helm is adorned with a splendid set of antlers, the quarry of a great hunt slain by the wearer. The antlers denote exceptional prowess as a horseman and hunter. If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the Move Through Cover special rule. Move Through Cover"},"2067":{"id":"kingdom-of-bretonnia/magic-item/banner-of-chalons","path":"kingdom-of-bretonnia/magic-item/banner-of-chalons","title":"Banner of Châlons","pathText":"kingdom of bretonnia magic item banner of chalons","type":"magic-item","body":"Awestruck enemies are unable to tear their gaze away from this magnificent banner. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons. Stand & Shoot"},"2068":{"id":"kingdom-of-bretonnia/magic-item/banner-of-honourable-warfare","path":"kingdom-of-bretonnia/magic-item/banner-of-honourable-warfare","title":"Banner of Honourable Warfare","pathText":"kingdom of bretonnia magic item banner of honourable warfare","type":"magic-item","body":"Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice. A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons."},"2069":{"id":"kingdom-of-bretonnia/magic-item/banner-of-the-ladys-grace","path":"kingdom-of-bretonnia/magic-item/banner-of-the-ladys-grace","title":"Banner of the Lady's Grace","pathText":"kingdom of bretonnia magic item banner of the ladys grace","type":"magic-item","body":"This finely crafted standard depicts the Lady's first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it. A unit carrying the Banner of the Lady's Grace ignores all negative modifiers to its Leadership characteristic."},"2070":{"id":"kingdom-of-bretonnia/magic-item/banner-of-the-zealous-knight","path":"kingdom-of-bretonnia/magic-item/banner-of-the-zealous-knight","title":"Banner of the Zealous Knight","pathText":"kingdom of bretonnia magic item banner of the zealous knight","type":"magic-item","body":"Filled with religious vigour, those who ride into battle under this imposing standard are eager to close with the enemy as swiftly as possible. The Banner of the Zealous Knight may only be taken by a model in a Bretonnian Exiles Army of Infamy. A unit carrying the Banner of the Zealous Knight gains the Vanguard special rule. Bretonnian Exiles Vanguard"},"2071":{"id":"kingdom-of-bretonnia/magic-item/chalice-of-brionne","path":"kingdom-of-bretonnia/magic-item/chalice-of-brionne","title":"Chalice of Brionne","pathText":"kingdom of bretonnia magic item chalice of brionne","type":"magic-item","body":"This gilded relic draws power away from those who would harm the servants of the Lady. Whilst within this model's Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2). Command Range Leadership Tests Rallying Cry"},"2072":{"id":"kingdom-of-bretonnia/magic-item/conquerors-tapestry","path":"kingdom-of-bretonnia/magic-item/conquerors-tapestry","title":"Conqueror's Tapestry","pathText":"kingdom of bretonnia magic item conquerors tapestry","type":"magic-item","body":"The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry. Any enemy standard captured by a unit carrying the Conqueror's Tapestry is worth 100 Victory Points as a trophy of war. Victory Points (Warhammer Battles)"},"2073":{"id":"kingdom-of-bretonnia/magic-item/crusaders-clarion","path":"kingdom-of-bretonnia/magic-item/crusaders-clarion","title":"Crusader's Clarion","pathText":"kingdom of bretonnia magic item crusaders clarion","type":"magic-item","body":"Upon hearing the sound of this gilded trumpet, the warhorses beneath the gallant knights of Bretonnia thunder into battle with renewed strength and vigour. The Crusader's Clarion may only be taken by a model in an Errantry Crusade Army of Infamy that is mounted on a Bretonnian Warhorse only. On a turn in which the bearer of the Crusader's Clarion charged, their mount and all mounts in the unit they have joined have a +1 modifier to their Strength characteristic. Errantry Crusade"},"2074":{"id":"kingdom-of-bretonnia/magic-item/crusaders-lance","path":"kingdom-of-bretonnia/magic-item/crusaders-lance","title":"Crusader's Lance","pathText":"kingdom of bretonnia magic item crusaders lance","type":"magic-item","body":"In the hands of young Bretonnian heroes throughout the kingdom's many errantry wars, this keen lance has struck down scores of Orcs, Goblins and Beastmen. Crusader's Lance Armour Bane (2) Furious Charge Hatred (all enemies) Magical Attacks Notes: The Crusader's Lance may only be taken by a model in an Errantry Crusade Army of Infamy whose troop type is cavalry or monster only. The Crusader's Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge), the model must use its hand weapon instead. Armour Bane (X) Furious Charge Hatred (X) Magical Attacks Errantry Crusade Cavalry Monsters"},"2075":{"id":"kingdom-of-bretonnia/magic-item/crusaders-tapestry","path":"kingdom-of-bretonnia/magic-item/crusaders-tapestry","title":"Crusader's Tapestry","pathText":"kingdom of bretonnia magic item crusaders tapestry","type":"magic-item","body":"Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history. The Crusader's Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy. A unit carrying the Crusader's Tapestry gains the Frenzy special rule. Errantry Crusade Frenzy"},"2076":{"id":"kingdom-of-bretonnia/magic-item/diadem-of-power","path":"kingdom-of-bretonnia/magic-item/diadem-of-power","title":"Diadem of Power","pathText":"kingdom of bretonnia magic item diadem of power","type":"magic-item","body":"When accompanying their baron's knights into battle, damsels and prophetesses have donned this jewel-studded band to help them channel the more destructive power that they wield in order to smite the Lady's enemies. The Diadem of Power may only be taken by a model in an Errantry Crusade Army of Infamy. When attempting to cast a Magical Vortex, Magic Missile or an Assailment spell, the bearer of the Diadem of Power gains a +1 modifier to their Casting roll. Errantry Crusade Magical Vortex Magic Missiles Assailment Casting Roll, Casting Result & Casting Value"},"2077":{"id":"kingdom-of-bretonnia/magic-item/dragonhide-cloak","path":"kingdom-of-bretonnia/magic-item/dragonhide-cloak","title":"Dragonhide Cloak","pathText":"kingdom of bretonnia magic item dragonhide cloak","type":"magic-item","body":"After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature's hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame. The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Armour Piercing Killing Blow Multiple Wounds (X) Ward Saves Flaming Attacks"},"2078":{"id":"kingdom-of-bretonnia/magic-item/errantry-banner","path":"kingdom-of-bretonnia/magic-item/errantry-banner","title":"Errantry Banner","pathText":"kingdom of bretonnia magic item errantry banner","type":"magic-item","body":"This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal. All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule. Impetuous"},"2079":{"id":"kingdom-of-bretonnia/magic-item/falcon-horn-of-fredemund","path":"kingdom-of-bretonnia/magic-item/falcon-horn-of-fredemund","title":"Falcon-horn of Fredemund","pathText":"kingdom of bretonnia magic item falcon horn of fredemund","type":"magic-item","body":"This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, it emits a piercing cry, and the skies become filled with flocks of hunting birds. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule. Command Leadership Tests Start of Turn Fly (X)"},"2080":{"id":"kingdom-of-bretonnia/magic-item/flamestrike-wand","path":"kingdom-of-bretonnia/magic-item/flamestrike-wand","title":"Flamestrike Wand","pathText":"kingdom of bretonnia magic item flamestrike wand","type":"magic-item","body":"Crafted from the charred branch of an ancient oak that was almost totally consumed in a forest fire, this wand allows the bearer to summon forth that same devastating inferno. The Flamestrike Wand may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The bearer of the Flamestrike Wand may cast the Fireball spell from the Lore of Battle Magic as a Bound spell with a Power Level of 3. Bretonnian Exiles Fireball Battle Magic Bound Spells"},"2081":{"id":"kingdom-of-bretonnia/magic-item/foebreaker","path":"kingdom-of-bretonnia/magic-item/foebreaker","title":"Foebreaker","pathText":"kingdom of bretonnia magic item foebreaker","type":"magic-item","body":"Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented and staggered by its heavy blows, making them vulnerable to any further onslaught. Foebreaker Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase. Magical Attacks The Combat Phase"},"2082":{"id":"kingdom-of-bretonnia/magic-item/frontier-axe","path":"kingdom-of-bretonnia/magic-item/frontier-axe","title":"Frontier Axe","pathText":"kingdom of bretonnia magic item frontier axe","type":"magic-item","body":"Enchanted to ensure it never lost its razor-sharp edge while felling lumber, this tool, turned weapon of war, can sever limbs and sunder armour in a single swing. Frontier Axe Magical Attacks Multiple Wounds (2) Requires Two Hands Notes: The Frontier Axe may only be taken by a model in a Bretonnian Exiles Army of Infamy. Magical Attacks Multiple Wounds (X) Requires Two Hands Bretonnian Exiles"},"2083":{"id":"kingdom-of-bretonnia/magic-item/gauntlet-of-the-duel","path":"kingdom-of-bretonnia/magic-item/gauntlet-of-the-duel","title":"Gauntlet of the Duel*","pathText":"kingdom of bretonnia magic item gauntlet of the duel","type":"magic-item","body":"When cast down, this enchanted gauntlet magnifies even the tiniest scrap of pride or conceit into a surge of righteous self-belief. Challenges issued by the bearer of a Gauntlet of the Duel cannot be refused."},"2084":{"id":"kingdom-of-bretonnia/magic-item/gilded-cuirass","path":"kingdom-of-bretonnia/magic-item/gilded-cuirass","title":"Gilded Cuirass","pathText":"kingdom of bretonnia magic item gilded cuirass","type":"magic-item","body":"Inscribed with the words of the Grail Vow, the blessings of the Lady shine upon the wearer. The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the Regeneration (5+) special rule. Heavy Armour Regeneration (X+)"},"2085":{"id":"kingdom-of-bretonnia/magic-item/grail-pendant","path":"kingdom-of-bretonnia/magic-item/grail-pendant","title":"Grail Pendant","pathText":"kingdom of bretonnia magic item grail pendant","type":"magic-item","body":"The power of the Lady floods through her most devoted warriors, giving them strength to endure the most grievous wounds. Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost. The Grail Vow"},"2086":{"id":"kingdom-of-bretonnia/magic-item/gromril-great-helm","path":"kingdom-of-bretonnia/magic-item/gromril-great-helm","title":"Gromril Great Helm","pathText":"kingdom of bretonnia magic item gromril great helm","type":"magic-item","body":"This ornate helm, a gift from the Dwarf King Grundhar, bears a potent rune of protection. May be worn with other armour. The wearer of the Gromril Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll. Armour Value Make Armour Saves (Combat)"},"2087":{"id":"kingdom-of-bretonnia/magic-item/heart-of-the-wilds","path":"kingdom-of-bretonnia/magic-item/heart-of-the-wilds","title":"Heart of the Wilds","pathText":"kingdom of bretonnia magic item heart of the wilds","type":"magic-item","body":"Gifted to Damsel Elliea long ago by the Wood Elves of Athel Loren, this thrumming, mossy stone flows with magical power, drawing upon the strength of nature to fuel its wielder's arcane efforts. The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any 'natural' terrain feature. For the purposes of this rule, a 'natural' terrain feature includes any woods, or any difficult or dangerous terrain. It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not. Casting Roll, Casting Result & Casting Value Difficult Terrain Dangerous Terrain"},"2088":{"id":"kingdom-of-bretonnia/magic-item/heartwood-lance","path":"kingdom-of-bretonnia/magic-item/heartwood-lance","title":"Heartwood Lance","pathText":"kingdom of bretonnia magic item heartwood lance","type":"magic-item","body":"This unbreakable lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down. Heartwood Lance Magical Attacks Notes: Models whose troop type is cavalry or monster only. The Heartwood Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. Magical Attacks Cavalry Monsters"},"2089":{"id":"kingdom-of-bretonnia/magic-item/ironspike-shield","path":"kingdom-of-bretonnia/magic-item/ironspike-shield","title":"Ironspike Shield","pathText":"kingdom of bretonnia magic item ironspike shield","type":"magic-item","body":"Covered in large, sharpened spines, this deadly looking shield is as dangerous as any mace. The Ironspike Shield may only be taken by a model in a Bretonnian Exiles Army of Infamy. The Ironspike Shield is a shield. Whenever an opponent rolls a natural 1 To Hit or To Wound the wielder of the Ironspike Shield in combat, they immediately suffer a Strength 3 hit with an AP of -1. Bretonnian Exiles Shield Armour Piercing"},"2090":{"id":"kingdom-of-bretonnia/magic-item/lucky-heirloom","path":"kingdom-of-bretonnia/magic-item/lucky-heirloom","title":"Lucky Heirloom*","pathText":"kingdom of bretonnia magic item lucky heirloom","type":"magic-item","body":"Though it may appear as junk to others, some warriors dare not enter the fray without some charm they had about their person when they first escaped death. A Lucky Heirloom may only be taken by a model in a Bretonnian Exiles Army of Infamy. Once per round, the bearer of the Lucky Heirloom can re-roll a single failed roll To Hit or To Wound, or re-roll a failed Armour Save or Ward Save roll. Bretonnian Exiles Make Armour Saves (Combat) Ward Saves"},"2091":{"id":"kingdom-of-bretonnia/magic-item/mantle-of-the-damsel-elena","path":"kingdom-of-bretonnia/magic-item/mantle-of-the-damsel-elena","title":"Mantle of the Damsel Elena","pathText":"kingdom of bretonnia magic item mantle of the damsel elena","type":"magic-item","body":"Legend has it that Elena continued fighting the Goblin hordes even as the venom of a thousand spider bites coursed through her veins. The bearer is immune to the Poisoned Attacks special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal. Poisoned Attacks"},"2092":{"id":"kingdom-of-bretonnia/magic-item/morning-star-of-fracasse","path":"kingdom-of-bretonnia/magic-item/morning-star-of-fracasse","title":"Morning Star of Fracasse","pathText":"kingdom of bretonnia magic item morning star of fracasse","type":"magic-item","body":"This mighty morning star has a hatred of magical trickery and unholy artefacts. It will entangle and rip a magic weapon from the hands of any foe. Morning Star of Fracasse Magical Attacks Notes: Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the remainder of the game. Magical Attacks"},"2093":{"id":"kingdom-of-bretonnia/magic-item/prayer-icon-of-quenelles","path":"kingdom-of-bretonnia/magic-item/prayer-icon-of-quenelles","title":"Prayer Icon of Quenelles","pathText":"kingdom of bretonnia magic item prayer icon of quenelles","type":"magic-item","body":"When opened, this prayer icon displays a meticulously rendered image of the Lady that inspires unfettered devotion. The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3\". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll. Hex Dispel Roll & Dispel Result"},"2094":{"id":"kingdom-of-bretonnia/magic-item/sacrament-of-the-lady","path":"kingdom-of-bretonnia/magic-item/sacrament-of-the-lady","title":"Sacrament of the Lady*","pathText":"kingdom of bretonnia magic item sacrament of the lady","type":"magic-item","body":"These thin, translucent wafers have been blessed by the Lady herself and imbued with a fragment of her power. Single use. The bearer of a Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value"},"2095":{"id":"kingdom-of-bretonnia/magic-item/silver-mirror","path":"kingdom-of-bretonnia/magic-item/silver-mirror","title":"Silver Mirror","pathText":"kingdom of bretonnia magic item silver mirror","type":"magic-item","body":"This lethal trinket is at first sight merely a vanity mirror, but woe betide the magic user that underestimates its true abilities... Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2. Wizardly Dispel Dispel Roll & Dispel Result Outclassed in the Art Armour Piercing"},"2096":{"id":"kingdom-of-bretonnia/magic-item/siriennes-locket","path":"kingdom-of-bretonnia/magic-item/siriennes-locket","title":"Sirienne's Locket","pathText":"kingdom of bretonnia magic item siriennes locket","type":"magic-item","body":"Sirienne, as skilled at conventional arts as she was at the art of magic, crafted this exquisite charm into a likeness of the Lady. Models whose troop type is infantry or cavalry only. The bearer is immune to the Multiple Wounds (X) special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound. Infantry Cavalry Multiple Wounds (X)"},"2097":{"id":"kingdom-of-bretonnia/magic-item/sorrows-end","path":"kingdom-of-bretonnia/magic-item/sorrows-end","title":"Sorrow's End","pathText":"kingdom of bretonnia magic item sorrows end","type":"magic-item","body":"This enchanted axe has brought about the end of all manner of monsters, both man and beast alike. Sorrow's End Magical Attacks Monster Slayer Multiple Wounds (2) Magical Attacks Monster Slayer Multiple Wounds (X)"},"2098":{"id":"kingdom-of-bretonnia/magic-item/sword-of-heroes","path":"kingdom-of-bretonnia/magic-item/sword-of-heroes","title":"Sword of Heroes","pathText":"kingdom of bretonnia magic item sword of heroes","type":"magic-item","body":"This mighty blade has powerful enchantments against evil bound into it. Its long and bloody history has seen its wielders kill enough fantastical creatures to fill a menagerie many times over. Sword of Heroes Magical Attacks Monster Slayer Notes: When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target's Toughness. Magical Attacks Monster Slayer"},"2099":{"id":"kingdom-of-bretonnia/magic-item/sword-of-the-quest","path":"kingdom-of-bretonnia/magic-item/sword-of-the-quest","title":"Sword of the Quest","pathText":"kingdom of bretonnia magic item sword of the quest","type":"magic-item","body":"This large hand-and-a-half sword has been passed down from knight to knight, aiding generations of heroes on their noble quests. Single-Handed: Sword of the Quest Single-Handed Magical Attacks Strike First Double-Handed: Sword of the Quest Double-Handed Magical Attacks Multiple Wounds (2) Requires Two Hands Strike Last Notes: The Sword of the Quest has two profiles. You must choose which the wielder will use at the start of each round of a combat. Magical Attacks Strike First Magical Attacks Multiple Wounds (X) Requires Two Hands Strike Last"},"2100":{"id":"kingdom-of-bretonnia/magic-item/sword-of-the-stout-hearted","path":"kingdom-of-bretonnia/magic-item/sword-of-the-stout-hearted","title":"Sword of the Stout Hearted","pathText":"kingdom of bretonnia magic item sword of the stout hearted","type":"magic-item","body":"Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy. Sword of the Stout Hearted Armour Bane (1) Immune to Psychology Magical Attacks Requires Two Hands Armour Bane (X) Immune to Psychology Magical Attacks Requires Two Hands"},"2101":{"id":"kingdom-of-bretonnia/magic-item/the-dolorous-blade","path":"kingdom-of-bretonnia/magic-item/the-dolorous-blade","title":"The Dolorous Blade","pathText":"kingdom of bretonnia magic item the dolorous blade","type":"magic-item","body":"The Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill. Rapid Strikes: The Dolorous Blade Rapid Strikes Extra Attacks (+D6) Magical Attacks Deadly Blows: The Dolorous Blade Deadly Blows Armour Bane (1) Magical Attacks Multiple Wounds (2) Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat. Extra Attacks (+X) Magical Attacks Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"2102":{"id":"kingdom-of-bretonnia/magic-item/the-seal-of-parravon","path":"kingdom-of-bretonnia/magic-item/the-seal-of-parravon","title":"The Seal of Parravon","pathText":"kingdom of bretonnia magic item the seal of parravon","type":"magic-item","body":"Those with the skill-at-arms to win the famed tourney of Parravon are masters of their chosen weapons and carry the Seal of Parravon as a token of their victory. When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target's Weapon Skill."},"2103":{"id":"kingdom-of-bretonnia/magic-item/the-staff-of-the-elements","path":"kingdom-of-bretonnia/magic-item/the-staff-of-the-elements","title":"The Staff of the Elements","pathText":"kingdom of bretonnia magic item the staff of the elements","type":"magic-item","body":"This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements. If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady. Elementalism Lore of the Lady"},"2104":{"id":"kingdom-of-bretonnia/magic-item/valorous-standard","path":"kingdom-of-bretonnia/magic-item/valorous-standard","title":"Valorous Standard","pathText":"kingdom of bretonnia magic item valorous standard","type":"magic-item","body":"Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle. A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result. Break Test"},"2105":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-audacity","path":"kingdom-of-bretonnia/magic-item/virtue-of-audacity","title":"Virtue of Audacity","pathText":"kingdom of bretonnia magic item virtue of audacity","type":"magic-item","body":"A master of feint and riposte, Agilgar's skill at turning an enemy's skill against them was legendary. A model with this Virtue may re-roll any failed rolls To Hit made against an enemy model with a higher Weapon Skill characteristic than it."},"2106":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-confidence","path":"kingdom-of-bretonnia/magic-item/virtue-of-confidence","title":"Virtue of Confidence","pathText":"kingdom of bretonnia magic item virtue of confidence","type":"magic-item","body":"Haughty, proud and skilful, Carleond of Couronne took never a backward step in the face of adversity. A model with this Virtue must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit."},"2107":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-discipline","path":"kingdom-of-bretonnia/magic-item/virtue-of-discipline","title":"Virtue of Discipline","pathText":"kingdom of bretonnia magic item virtue of discipline","type":"magic-item","body":"Famed for his discipline, Marcus took to the field of battle undaunted by his enemies. A model with this Virtue (and its unit) can march whilst within 8\" of an enemy unit without first having to make a Leadership test. Leadership Tests"},"2108":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-duty","path":"kingdom-of-bretonnia/magic-item/virtue-of-duty","title":"Virtue of Duty","pathText":"kingdom of bretonnia magic item virtue of duty","type":"magic-item","body":"Most loyal of Companions, brave Duke Thierulf of Lyonesse did lament most painfully when Gilles did fall... Duke, Baron or Paladin only. Unless the General of their army has been removed from play as a casualty, when calculating its combat result, this character may claim a bonus of +1 combat result point. This character cannot be your army General or join a friendly unit. The General (Characters)"},"2109":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-empathy","path":"kingdom-of-bretonnia/magic-item/virtue-of-empathy","title":"Virtue of Empathy","pathText":"kingdom of bretonnia magic item virtue of empathy","type":"magic-item","body":"A champion of the people, Martrud fought shoulder to shoulder with the peasants he protected. Duke, Baron or Paladin only. A character with this Virtue can join a unit with the Peasantry special rule. Peasantry"},"2110":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-heroism","path":"kingdom-of-bretonnia/magic-item/virtue-of-heroism","title":"Virtue of Heroism","pathText":"kingdom of bretonnia magic item virtue of heroism","type":"magic-item","body":"Known as the Slayer of Monsters, Gilles fought and killed many great beasts that stalked the Massif Orcal, mounting their heads on the walls of his fastness. Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules. Killing Blow Monster Slayer"},"2111":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-knightly-temper","path":"kingdom-of-bretonnia/magic-item/virtue-of-knightly-temper","title":"Virtue of Knightly Temper","pathText":"kingdom of bretonnia magic item virtue of knightly temper","type":"magic-item","body":"With a heart of stone and resolute temper Beren stood unbowed, each sweep of blade spilling the blood of many. During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rules. Extra Attacks (+X) Hatred (X)"},"2112":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-noble-disdain","path":"kingdom-of-bretonnia/magic-item/virtue-of-noble-disdain","title":"Virtue of Noble Disdain","pathText":"kingdom of bretonnia magic item virtue of noble disdain","type":"magic-item","body":"Fredemund held in pure contempt those that would strike at their enemy from afar with a coward's weapon. A model with this Virtue may re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons."},"2113":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-purity","path":"kingdom-of-bretonnia/magic-item/virtue-of-purity","title":"Virtue of Purity","pathText":"kingdom of bretonnia magic item virtue of purity","type":"magic-item","body":"Chaste and untainted by base emotions, Duke Rademund was the Lady's most virtuous champion. A model with this Virtue always benefits from the Blessings of the Lady special rule and always has a 5+ Ward save, even if this model's army did not pray at the start of the game. Blessings of the Lady Ward Saves"},"2114":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-stoicism","path":"kingdom-of-bretonnia/magic-item/virtue-of-stoicism","title":"Virtue of Stoicism","pathText":"kingdom of bretonnia magic item virtue of stoicism","type":"magic-item","body":"Awe inspiring are the tales that tell of grim Lambard, standing alone against evil hordes to save his dukedom. A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test. Break Test"},"2115":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-the-ideal","path":"kingdom-of-bretonnia/magic-item/virtue-of-the-ideal","title":"Virtue of the Ideal","pathText":"kingdom of bretonnia magic item virtue of the ideal","type":"magic-item","body":"Unmatched was Landuin, his chivalry above all others. Alas, as great was his skill, so too was his arrogance. Duke, Baron or Paladin only. A character with this Virtue has a +1 modifier to its Weapon Skill, Initiative, Attacks and Leadership characteristics. However, this character cannot be your army's General or join a friendly unit. The General (Characters)"},"2116":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-the-impetuous-knight","path":"kingdom-of-bretonnia/magic-item/virtue-of-the-impetuous-knight","title":"Virtue of the Impetuous Knight","pathText":"kingdom of bretonnia magic item virtue of the impetuous knight","type":"magic-item","body":"In the glory of the charge was Balduin most alive. Though others better controlled their ardour, he was ever in the forefront of battle. A model with this Virtue gains the Impetuous special rule. In addition, this model (and its unit) increases its maximum possible charge range by 3\". Finally, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result. Impetuous"},"2117":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-the-joust","path":"kingdom-of-bretonnia/magic-item/virtue-of-the-joust","title":"Virtue of the Joust","pathText":"kingdom of bretonnia magic item virtue of the joust","type":"magic-item","body":"Great was Duke Folgar of Artois' skill at the tilt. None could withstand the thrust of his lance. A model with this Virtue may re-roll any failed rolls To Wound made when using a lance. Lance"},"2118":{"id":"kingdom-of-bretonnia/magic-item/virtue-of-the-penitent","path":"kingdom-of-bretonnia/magic-item/virtue-of-the-penitent","title":"Virtue of the Penitent","pathText":"kingdom of bretonnia magic item virtue of the penitent","type":"magic-item","body":"A penitent hermit-knight, Duke Corduin set aside his vows of solitude when summoned to fight for his king. Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit. Unbreakable"},"2119":{"id":"kingdom-of-bretonnia/magic-item/wyrmbreath-vial","path":"kingdom-of-bretonnia/magic-item/wyrmbreath-vial","title":"Wyrmbreath Vial","pathText":"kingdom of bretonnia magic item wyrmbreath vial","type":"magic-item","body":"By consuming the deep red liquid contained within this vial, it is said that the drinker can summon forth the fury of the great Dragons that dwell in the mountain ranges surrounding the Border Princes. A Wyrmbreath Vial may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The Wyrmbreath Vial is a breath weapon with the following profile: Wyrmbreath Vial Breath Weapon Flaming Attacks Magical Attacks Bretonnian Exiles Breath Weapon Breath Weapon Flaming Attacks Magical Attacks"},"2120":{"id":"kingdom-of-bretonnia/magic-lore/lore-of-the-lady","path":"kingdom-of-bretonnia/magic-lore/lore-of-the-lady","title":"Lore of the Lady","pathText":"kingdom of bretonnia magic lore lore of the lady","type":"magic-lore","body":"Lore of the Lady Burning Gaze Signature Spell The Lady's Gift Signature Spell The Lady's Wrath Signature Spell Burning Gaze The Lady's Gift The Lady's Wrath"},"2121":{"id":"kingdom-of-bretonnia/rule/arcane-backlash","path":"kingdom-of-bretonnia/rule/arcane-backlash","title":"Arcane Backlash","pathText":"kingdom of bretonnia rule arcane backlash","type":"rule","body":"Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies. Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound. Dispel Roll & Dispel Result Unbinding"},"2122":{"id":"kingdom-of-bretonnia/rule/aura-of-the-fay","path":"kingdom-of-bretonnia/rule/aura-of-the-fay","title":"Aura of the Fay","pathText":"kingdom of bretonnia rule aura of the fay","type":"rule","body":"The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray. When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule. However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1). Note that the enemy player only wins Victory Points for destroying the Green Knight the first time he loses his last Wound and is removed from play. Start of Turn Guardian of the Sacred Sites"},"2123":{"id":"kingdom-of-bretonnia/rule/aura-of-the-lady","path":"kingdom-of-bretonnia/rule/aura-of-the-lady","title":"Aura of the Lady","pathText":"kingdom of bretonnia rule aura of the lady","type":"rule","body":"The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them. Any unit this character has joined gains the Magical Attacks special rule. Magical Attacks"},"2124":{"id":"kingdom-of-bretonnia/rule/banished-lords","path":"kingdom-of-bretonnia/rule/banished-lords","title":"Banished Lords","pathText":"kingdom of bretonnia rule banished lords","type":"rule","body":"Though once-noble knights and lords find themselves banished from the lands of Bretonnia, many seek to find an end to their exile and return to the Lady's light. Barons and Paladins within a Bretonnian Exiles army cannot have the Grail Vow. However, the following characters and units may replace the Knight's Vow with the Exile's Vow for free: Baron or Paladin Knights of the Realm on Foot Knights Errant Mounted Knights of the Realm Pegasus Knights Bretonnian Exiles The Grail Vow The Knight's Vow The Exile's Vow"},"2125":{"id":"kingdom-of-bretonnia/rule/blessed-knight","path":"kingdom-of-bretonnia/rule/blessed-knight","title":"Blessed Knight","pathText":"kingdom of bretonnia rule blessed knight","type":"rule","body":"The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies. The Green Knight has a 5+ Ward save against any wounds suffered. Ward Saves"},"2126":{"id":"kingdom-of-bretonnia/rule/blessings-of-the-lady","path":"kingdom-of-bretonnia/rule/blessings-of-the-lady","title":"Blessings of the Lady","pathText":"kingdom of bretonnia rule blessings of the lady","type":"rule","body":"Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection. Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady's Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule: A 6+ Ward save against any wounds suffered. A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher. Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing. Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady. The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask! Losing The Blessing Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule. Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing. Ward Saves Flee! Refusing a Challenge"},"2127":{"id":"kingdom-of-bretonnia/rule/blunting-the-lance","path":"kingdom-of-bretonnia/rule/blunting-the-lance","title":"Blunting the Lance","pathText":"kingdom of bretonnia rule blunting the lance","type":"rule","body":"In the tumult of combat, a Lance can become 'blunted'. A Lance becomes blunted if: The model at its front cannot make base contact with the enemy. It makes a disordered charge. It is charged by an enemy unit but does not, or cannot, perform a Counter Charge. A blunted Lance immediately reforms to adopt a Close Order formation, as shown in Fig 111.1 and Fig 111.2. Place a number of models equal to the Lance's number of complete ranks in base contact with the enemy unit that caused it to become blunted, then rearrange the remaining models to maintain a correct close order formation with command models in the unit's new front rank. Note that, once this reform is complete, it may be necessary to nudge an enemy unit forward, backwards or sideways, by the smallest amount possible, to make space for, or to maintain base contact with, the blunted Lance. In such cases, charging enemy units should be moved first. Note also that the blunting of a Lance by a charging enemy unit may cause subsequent charges during the same phase to fail. Disordered Charges Counter Charge Close Order"},"2128":{"id":"kingdom-of-bretonnia/rule/casualty-removal","path":"kingdom-of-bretonnia/rule/casualty-removal","title":"Casualty Removal","pathText":"kingdom of bretonnia rule casualty removal","type":"rule","body":"When removing casualties from a Lance, you may remove models from the middle of the back rank, rather than from one end as usual."},"2129":{"id":"kingdom-of-bretonnia/rule/characters-joining-a-lance","path":"kingdom-of-bretonnia/rule/characters-joining-a-lance","title":"Characters Joining a Lance","pathText":"kingdom of bretonnia rule characters joining a lance","type":"rule","body":"When a character joins a unit in Lance formation, they are placed on the outside of the Lance, in any rank, displacing one or more rank and file models to the rear rank as usual. Should you wish, a character can take the position of a command group model in the first or second rank of the Lance. In such cases, that command group model must be placed further back, on the outside of the Lance and will in turn displace another model to the rear rank of the unit. If a character that has joined a Lance is required to 'retire' to the rear of the unit, they may be placed in the middle of any rank (not including the first or second). A character that has retired cannot occupy a position on the outside of the Lance and will no longer be within the fighting rank. Lance Formation"},"2130":{"id":"kingdom-of-bretonnia/rule/crusaders-zeal","path":"kingdom-of-bretonnia/rule/crusaders-zeal","title":"Crusader's Zeal","pathText":"kingdom of bretonnia rule crusaders zeal","type":"rule","body":"Filled by a ferocious zeal, the brave defenders of Bretonnia rush towards the foe, their lust for battle driving them across great distances. A unit with this special rule increases its maximum possible charge range by 1\" and, when it makes a Charge roll, may apply a +1 modifier to the result. In addition, a unit with this special rule gains the Impetuous special rule. The Charge Move Impetuous"},"2131":{"id":"kingdom-of-bretonnia/rule/crusading-knights","path":"kingdom-of-bretonnia/rule/crusading-knights","title":"Crusading Knights","pathText":"kingdom of bretonnia rule crusading knights","type":"rule","body":"When chivalrous knights gather in large numbers to embark upon a sacred crusade or errantry war, they become gripped by a religious fervour, swearing fresh vows to the Lady of the Lake. Within an Errantry Crusade army, the following characters and units gain the Crusader's Zeal special rule. In addition, any of the following characters or units that have the Knight's Vow may replace it with the Crusader's Vow for free: Baron or Paladin Knights of the Realm on Foot Battle Pilgrims Knights Errant Mounted Knights of the Realm Questing Knights Grail Knights Pegasus Knights Mounted Yeomen Errantry Crusade Crusader's Zeal The Knight's Vow The Crusader's Vow Baron Paladin Knights of the Realm on Foot Battle Pilgrims Knights Errant Mounted Knights of the Realm Questing Knights Grail Knights Pegasus Knights Mounted Yeomen"},"2132":{"id":"kingdom-of-bretonnia/rule/earn-your-spurs","path":"kingdom-of-bretonnia/rule/earn-your-spurs","title":"Earn Your Spurs","pathText":"kingdom of bretonnia rule earn your spurs","type":"rule","body":"During an Errantry Crusade, Knights Errant pursue the enemy with great fervour, seeking out trophies that speak of their knightly prowess and bear witness to their valorous acts. Any enemy standard captured by a unit of Knights Errant is worth 100 Victory Points as a trophy of war. In addition, whilst within 6\" of a friendly model with the Grail Vow, or any Lord of Bretonnia, a unit of Knights Errant may re-roll any rolls To Hit of a natural 1. Victory Points (Warhammer Battles) The Grail Vow"},"2133":{"id":"kingdom-of-bretonnia/rule/finest-warhorses","path":"kingdom-of-bretonnia/rule/finest-warhorses","title":"Finest Warhorses","pathText":"kingdom of bretonnia rule finest warhorses","type":"rule","body":"The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight. When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded. The Charge Move Flee! Pursuit"},"2134":{"id":"kingdom-of-bretonnia/rule/forming-the-lance","path":"kingdom-of-bretonnia/rule/forming-the-lance","title":"Forming the Lance","pathText":"kingdom of bretonnia rule forming the lance","type":"rule","body":"A Lance formation consists of two or more models arranged edge-to-edge in base contact. All models in the unit must face the same direction and must be arranged in a formation that consists of one or more horizontal rows, called ranks. The front rank of the unit contains one model, the second rank contains two models, the third contains three, and so on, as shown in Fig 110.1. Lance Facings The front, flank and rear arcs of a unit in Lance formation are determined by the models in the second rank and the last rank, as shown in the diagram. Command Group Models Command group models are placed at the front of the unit, in the first and second rank, as shown in Fig 110.1. The standard bearer should take precedence at the front of the unit."},"2135":{"id":"kingdom-of-bretonnia/rule/grail-monk","path":"kingdom-of-bretonnia/rule/grail-monk","title":"Grail Monk","pathText":"kingdom of bretonnia rule grail monk","type":"rule","body":"The rural areas of Bretonnia are dotted with many small Grail monasteries, places of quiet solitude in which pious peasants dedicate their lives in devotion to the Lady of the Lake. In times of war, bold monks will march to war beside the peasant levies. A Grail Monk is a command group model that follows all of the rules for a champion. In other words, a unit that contains both a Yeoman and a Grail Monk contains two champions. Champions"},"2136":{"id":"kingdom-of-bretonnia/rule/grail-reliquae","path":"kingdom-of-bretonnia/rule/grail-reliquae","title":"Grail Reliquae","pathText":"kingdom of bretonnia rule grail reliquae","type":"rule","body":"Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints. The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank. Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds. The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12\" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules. Standard Bearers Musicians The Grail Vow Immune to Psychology Unbreakable"},"2137":{"id":"kingdom-of-bretonnia/rule/guardian-of-the-sacred-sites","path":"kingdom-of-bretonnia/rule/guardian-of-the-sacred-sites","title":"Guardian of the Sacred Sites","pathText":"kingdom of bretonnia rule guardian of the sacred sites","type":"rule","body":"The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls. The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically. During the Compulsory Moves sub-phase of the turn in which he was awakened, the Green Knight may be placed completely within any 'natural' terrain feature, anywhere on the battlefield. For the purposes of this rule, a 'natural' terrain feature includes any woods, or any difficult or dangerous terrain. It does not include magical vortexes, open ground or hills, or any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not. In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase. Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1\" rule. In other words, the Green Knight cannot be placed within 1\" of an enemy unit. Start of Turn Compulsory Moves Difficult Terrain Dangerous Terrain Magical Vortex Remaining Moves The Movement Phase"},"2138":{"id":"kingdom-of-bretonnia/rule/lance-formation","path":"kingdom-of-bretonnia/rule/lance-formation","title":"Lance Formation","pathText":"kingdom of bretonnia rule lance formation","type":"rule","body":"Bretonnian knights make use of a powerful formation called the 'Lance'. This formation enables them to charge deep into enemy lines, causing great devastation. A unit consisting of models with this special rule may adopt a Lance formation."},"2139":{"id":"kingdom-of-bretonnia/rule/lance-formations-and-skirmishers","path":"kingdom-of-bretonnia/rule/lance-formations-and-skirmishers","title":"Lance Formations & Skirmishers","pathText":"kingdom of bretonnia rule lance formations and skirmishers","type":"rule","body":"When a unit of Skirmishers charges or is charged by a Lance, the Skirmishers will not form up once contact has been made. Instead, each Skirmisher is moved as directly as possible towards the Lance in order to make base contact with it and with one another. Models that can make base contact with the Lance are within the fighting rank. Models that cannot are placed behind the fighting rank. Note that Skirmishers cannot blunt a Lance. Skirmish Formation Lance Formation"},"2140":{"id":"kingdom-of-bretonnia/rule/living-saints","path":"kingdom-of-bretonnia/rule/living-saints","title":"Living Saints","pathText":"kingdom of bretonnia rule living saints","type":"rule","body":"Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land. Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character."},"2141":{"id":"kingdom-of-bretonnia/rule/manoeuvring-a-lance","path":"kingdom-of-bretonnia/rule/manoeuvring-a-lance","title":"Manoeuvring a Lance","pathText":"kingdom of bretonnia rule manoeuvring a lance","type":"rule","body":"A unit in Lance formation may not turn or redress the ranks, but may wheel, move backwards, move sideways and reform as normal. When a unit in Lance formation wheels, its movement is measured from its second rank. All other movement is measured from the model at the front of the formation. Lance Formation"},"2142":{"id":"kingdom-of-bretonnia/rule/peasantry","path":"kingdom-of-bretonnia/rule/peasantry","title":"Peasantry","pathText":"kingdom of bretonnia rule peasantry","type":"rule","body":"The low-born peasants of Bretonnia habitually look to their knightly betters for leadership. If a unit with this special rule is within 6\" of a friendly model that has the Knight's Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model's Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule. The Knight's Vow The Questing Vow The Grail Vow"},"2143":{"id":"kingdom-of-bretonnia/rule/peasants-duty","path":"kingdom-of-bretonnia/rule/peasants-duty","title":"Peasant's Duty","pathText":"kingdom of bretonnia rule peasants duty","type":"rule","body":"It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners. Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe. This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6\" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test. Give Ground Fall Back in Good Order Panic Tests Levies Loser Breaks & Flees Command Range"},"2144":{"id":"kingdom-of-bretonnia/rule/reclaimed-glory","path":"kingdom-of-bretonnia/rule/reclaimed-glory","title":"Reclaimed Glory","pathText":"kingdom of bretonnia rule reclaimed glory","type":"rule","body":"Those banished from Bretonnia know that it is through deeds, not prayers, that the Lady may look favourably upon them once again. A Bretonnian Exiles army cannot pray for the Blessings of the Lady at the beginning of the game. However, should a unit with the Blessings of the Lady special rule make an overrun move or make contact with a fleeing enemy unit during a charge or pursuit move, that unit will immediately gain the benefits of the Blessings of the Lady special rule as if it had prayed at the start of the game. Additionally, should a character with the Blessings of the Lady special rule kill an enemy character in a challenge, they (and any unit they have joined) will immediately gain the benefits of the Blessings of the Lady special rule. However, should the benefits of the Blessing of the Lady special rule be lost during a game, they cannot be regained again in this way. Bretonnian Exiles Blessings of the Lady"},"2145":{"id":"kingdom-of-bretonnia/rule/retinue-of-the-saints","path":"kingdom-of-bretonnia/rule/retinue-of-the-saints","title":"Retinue of the Saints","pathText":"kingdom of bretonnia rule retinue of the saints","type":"rule","body":"Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals. Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes. The Grail Vow"},"2146":{"id":"kingdom-of-bretonnia/rule/shield-of-the-lady","path":"kingdom-of-bretonnia/rule/shield-of-the-lady","title":"Shield of the Lady","pathText":"kingdom of bretonnia rule shield of the lady","type":"rule","body":"To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm. If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow, they may voluntarily 'retire' to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank. Unit Strength The Fighting Rank"},"2147":{"id":"kingdom-of-bretonnia/rule/the-crusaders-vow","path":"kingdom-of-bretonnia/rule/the-crusaders-vow","title":"The Crusader's Vow","pathText":"kingdom of bretonnia rule the crusaders vow","type":"rule","body":"\"...To journey far beyond the borders of fair Bretonnia, into the lair of my foe. To take the battle to the enemies of the Lady of the Lake, wherever they might linger. This is my sacred vow...\" The Crusader's Vow is a Chivalrous Vow. A model with this Chivalrous Vow has the Veteran special rule. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit with the Peasantry special rule. A unit with this Chivalrous Vow cannot be joined by a character with the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule. Veteran Panic Tests Peasantry"},"2148":{"id":"kingdom-of-bretonnia/rule/the-exiles-vow","path":"kingdom-of-bretonnia/rule/the-exiles-vow","title":"The Exile's Vow","pathText":"kingdom of bretonnia rule the exiles vow","type":"rule","body":"\"... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life...\" The Exile's Vow is a Chivalrous Vow. A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule. Stubborn Veteran Panic Tests Levies Peasantry"},"2149":{"id":"kingdom-of-bretonnia/rule/the-grail-vow","path":"kingdom-of-bretonnia/rule/the-grail-vow","title":"The Grail Vow","pathText":"kingdom of bretonnia rule the grail vow","type":"rule","body":"\"...That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds...\" A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge. A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule. Immune to Psychology Magical Attacks Stubborn Blessings of the Lady Peasantry"},"2150":{"id":"kingdom-of-bretonnia/rule/the-knights-vow","path":"kingdom-of-bretonnia/rule/the-knights-vow","title":"The Knight's Vow","pathText":"kingdom of bretonnia rule the knights vow","type":"rule","body":"\"...When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all...\" A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit with the Peasantry special rule. A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule. Panic Tests Peasantry"},"2151":{"id":"kingdom-of-bretonnia/rule/the-lance-in-combat","path":"kingdom-of-bretonnia/rule/the-lance-in-combat","title":"The Lance in Combat","pathText":"kingdom of bretonnia rule the lance in combat","type":"rule","body":"In combat, only the model at the front of a Lance is required to make base contact with the enemy. If this model cannot make base contact with the enemy, the Lance becomes blunted. Whilst engaged in combat, every model on the outside of a Lance is considered to be within its fighting rank and in base contact with the enemy unit's fighting rank. Rank Bonus A unit in Lance formation can claim a Rank Bonus of +1 for each rank that contains enough models, as determined by its troop type. Combat Result Bonus A unit in Lance formation with a Unit Strength of 5 or more may claim a bonus of +1 combat result point. Flank Charges If a Lance is charged in its flank, align the enemy unit against its widest rank. The Lance then becomes blunted. Blunting the Lance The Fighting Rank Unit Strength"},"2152":{"id":"kingdom-of-bretonnia/rule/the-questing-vow","path":"kingdom-of-bretonnia/rule/the-questing-vow","title":"The Questing Vow","pathText":"kingdom of bretonnia rule the questing vow","type":"rule","body":"\"...I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek...\" A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane). A unit with this Chivalrous Vow cannot be joined by a character that has the Knight's Vowor the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule. Stubborn Fear Panic Tests Terror Peasantry The Knight's Vow"},"2153":{"id":"kingdom-of-bretonnia/rule/the-wyrm-slayer","path":"kingdom-of-bretonnia/rule/the-wyrm-slayer","title":"The Wyrm Slayer","pathText":"kingdom of bretonnia rule the wyrm slayer","type":"rule","body":"The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies. Should Sir Cecil Gastonne kill an enemy model whose troop type is monstrous infantry, monstrous cavalry, monstrous creature or behemoth during any Combat phase, he gains the Terror special rule for the remainder of the game. Monstrous Infantry Monstrous Cavalry Monstrous Creatures Behemoths The Combat Phase Terror"},"2154":{"id":"kingdom-of-bretonnia/rule/untutored-arcanist","path":"kingdom-of-bretonnia/rule/untutored-arcanist","title":"Untutored Arcanist","pathText":"kingdom of bretonnia rule untutored arcanist","type":"rule","body":"Many Outcast Wizards are poorly schooled in the arcane arts. Thus, when their spellcasting falters, great calamity can befall them. When required to roll on the Miscast table, a Wizard with this special rule must roll an extra D6 and discard the highest result. Miscast Table"},"2155":{"id":"kingdom-of-bretonnia/spell/burning-gaze","path":"kingdom-of-bretonnia/spell/burning-gaze","title":"Burning Gaze","pathText":"kingdom of bretonnia spell burning gaze","type":"spell","body":"Beams of cleansing white light flow from the Damsel's eyes, searing all traces of evil from her sight. Type Magic Missile Casting Value 9+ Range 5D6\" Draw a straight line, 5D6\" in length, from the caster's base edge. Any enemy model whose base falls under this line suffers a single Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Magic Missiles Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"2156":{"id":"kingdom-of-bretonnia/spell/the-ladys-gift","path":"kingdom-of-bretonnia/spell/the-ladys-gift","title":"The Lady's Gift","pathText":"kingdom of bretonnia spell the ladys gift","type":"spell","body":"As the Damsel prays solemnly to the Lady of the Lake, silvery light emanates from her most ardent followers, knitting their wounds and gilding their armour. Type Enchantment Casting Value 7+/10+ Range 12\" Remains in Play. If this spell is cast with a casting result of 7 or more, the target friendly unit gains the Regeneration (6+) special rule. If this spell is cast with a casting result of 10 or more, the target friendly unit gains the Regeneration (5+) special rule. This spell may target a friendly unit engaged in combat. Enchantment Remains in Play Regeneration (X+)"},"2157":{"id":"kingdom-of-bretonnia/spell/the-ladys-wrath","path":"kingdom-of-bretonnia/spell/the-ladys-wrath","title":"The Lady's Wrath","pathText":"kingdom of bretonnia spell the ladys wrath","type":"spell","body":"Enraged to see the lands of fair Bretonnia invaded by enemies, the Damsel invokes the wrath of the Lady of the Lake, strengthening the sword arms of her companions. Type Enchantment Casting Value 9+ Range Self Remains in Play. Whilst this spell is in play, the caster, their mount and any unit they have joined gain a +1 modifier to their Strength characteristic (to a maximum of 10), and improve the Armour Piercing characteristic of their weapons by 1. Enchantment Range 'Self' Spells Remains in Play Armour Piercing"},"2158":{"id":"kingdom-of-bretonnia/unit/barded-pegasus","path":"kingdom-of-bretonnia/unit/barded-pegasus","title":"Barded Pegasus","pathText":"kingdom of bretonnia unit barded pegasus","type":"unit","body":"Barded Pegasus Cost Override +30 points Base Size 40 x 60 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Fly (10) Swiftstride Note that, unlike most Skirmishers, this model does not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc. Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge First Charge First Charge Fly (X) Fly (X) Swiftstride Swiftstride"},"2159":{"id":"kingdom-of-bretonnia/unit/baron","path":"kingdom-of-bretonnia/unit/baron","title":"Baron","pathText":"kingdom of bretonnia unit baron","type":"unit","body":"Baron Cost 100 Base Size 25 x 25 mm Unit Size 1 Type Lords Of Bretonnia Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blessings of the Lady Rallying Cry The Knight's Vow Options May take one of the following: Morning star (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Bretonnian Warhorse (+16 points) Barded Pegasus (+30 points) Royal Pegasus (+70 points) Hippogryph (+120 points) May replace the Knight's Vow with either: The Questing Vow (+15 points) The Grail Vow (+20 points) May take a single Knightly Virtue A Baron may purchase magic items up to a total of 75 points Lords Of Bretonnia Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blessings of the Lady Blessings of the Lady Rallying Cry Rallying Cry The Knight's Vow The Knight's Vow Morning Star Great Weapon Lance Bretonnian Warhorse Barded Pegasus Royal Pegasus Hippogryph The Questing Vow The Grail Vow Knightly Virtues"},"2160":{"id":"kingdom-of-bretonnia/unit/battle-pilgrims","path":"kingdom-of-bretonnia/unit/battle-pilgrims","title":"Battle Pilgrims","pathText":"kingdom of bretonnia unit battle pilgrims","type":"unit","body":"Battle Pilgrim Grail Reliquae Cost 6 Base Size 25 x 25 mm (Battle Pilgrims), 50 x 75 mm (Grail Reliquae) Unit Size 5-30 Battle Pilgrims/0-1 Grail Reliquae Type Battle Pilgrims & Grail Reliquae Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons light armour shields Special Rules Blessings of the Lady (Grail Reliquae) Close Order Grail Reliquae Hatred (all enemies) Levies Peasantry Retinue of the Saints (Grail Reliquae) Stubborn Options May include a Grail Reliquae (+65 points) Optional Rules Grail Reliquae Battle Pilgrims & Grail Reliquae Heavy Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Blessings of the Lady Blessings of the Lady Close Order Close Order Grail Reliquae Grail Reliquae Hatred (X) Hatred (X) Levies Levies Peasantry Peasantry Retinue of the Saints Retinue of the Saints Stubborn Stubborn Grail Reliquae Grail Reliquae Grail Reliquae Grail Reliquae"},"2161":{"id":"kingdom-of-bretonnia/unit/border-princes-bombard","path":"kingdom-of-bretonnia/unit/border-princes-bombard","title":"Border Princes Bombard","pathText":"kingdom of bretonnia unit border princes bombard","type":"unit","body":"Bombard Crew Cost 100 Base Size 50 x 50 (war machine), 25 x 25 (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Bombard hand weapons light armour Special Rules Levies Skirmishers War Machines War Machines Bombard Bombard Hand Weapon Hand Weapon Light Armour Light Armour Levies Levies Skirmish Formation Skirmish Formation"},"2162":{"id":"kingdom-of-bretonnia/unit/border-princes-brigands","path":"kingdom-of-bretonnia/unit/border-princes-brigands","title":"Border Princes Brigands","pathText":"kingdom of bretonnia unit border princes brigands","type":"unit","body":"Brigand Desperado Cost 4 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Horde Impetuous Levies Motley Crew Open Order Warband Options Any model in the unit may take one of the following: Additional hand weapon (+2 points per model) Shield (+1 point per model) Any model in the unit may take one of the following: Pistol (+2 points per model) Blunderbuss (+4 points per model) Crossbow (+3 points per model) Any unit may: Upgrade one model to a Desperado (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Desperado may purchase magic items up to a total of 50 points 0-1 unit per 1,000 points may: Replace the Open Order special rule with Close Order (Free) Replace the Open Order special rule with Skirmishers (Free) A unit of Skirmishers may take one of the following special rules: Ambushers (+2 points per model) Scouts (+1 point per model) Optional Rules Blunderbuss Close Order Skirmishers Ambushers Scouts Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Horde Horde Impetuous Impetuous Levies Levies Motley Crew Motley Crew Open Order Formation Open Order Formation Warband Warband Two Hand Weapons/Additional Hand Weapon Shield Pistol Blunderbuss Crossbow Open Order Formation Close Order Open Order Skirmish Formation Skirmishers Ambushers Scouts Blunderbuss Blunderbuss Close Order Close Order Skirmish Formation Skirmish Formation Ambushers Ambushers Scouts Scouts"},"2163":{"id":"kingdom-of-bretonnia/unit/bretonnian-warhorse","path":"kingdom-of-bretonnia/unit/bretonnian-warhorse","title":"Bretonnian Warhorse","pathText":"kingdom of bretonnia unit bretonnian warhorse","type":"unit","body":"Bretonnian Warhorse Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge Finest Warhorses First Charge Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge Finest Warhorses Finest Warhorses First Charge First Charge Swiftstride Swiftstride"},"2164":{"id":"kingdom-of-bretonnia/unit/damsel","path":"kingdom-of-bretonnia/unit/damsel","title":"Damsel","pathText":"kingdom of bretonnia unit damsel","type":"unit","body":"Damsel Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Handmaidens Of The Lady Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Aura of the Lady Blessings of the Lady Lore of the Lady Magical Attacks Magic Resistance (-2) Shield of the Lady Options May be mounted: Bretonnian Warhorse (+16 points) Warhorse (+12 points) Unicorn (+35 points) A Damsel may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Handmaidens Of The Lady Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Aura of the Lady Aura of the Lady Blessings of the Lady Blessings of the Lady Lore of the Lady Lore of the Lady Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Shield of the Lady Shield of the Lady Bretonnian Warhorse Warhorse (Bretonnia) Unicorn"},"2165":{"id":"kingdom-of-bretonnia/unit/duke","path":"kingdom-of-bretonnia/unit/duke","title":"Duke","pathText":"kingdom of bretonnia unit duke","type":"unit","body":"Duke Cost 175 Base Size 25 x 25 mm Unit Size 1 Type Lords Of Bretonnia Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blessings of the Lady Rallying Cry The Grail Vow Options May take one of the following: Morning star (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Bretonnian Warhorse (+16 points) Barded Pegasus (+30 points) Royal Pegasus (+70 points) Hippogryph (+120 points) May take a single Knightly Virtue A Duke may purchase magic items up to a total of 100 points Lords Of Bretonnia Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blessings of the Lady Blessings of the Lady Rallying Cry Rallying Cry The Grail Vow The Grail Vow Morning Star Great Weapon Lance Shield Bretonnian Warhorse Barded Pegasus Royal Pegasus Hippogryph Knightly Virtues"},"2166":{"id":"kingdom-of-bretonnia/unit/field-trebuchet","path":"kingdom-of-bretonnia/unit/field-trebuchet","title":"Field Trebuchet","pathText":"kingdom of bretonnia unit field trebuchet","type":"unit","body":"Field Trebuchet Peasant Crew Cost 100 Base Size 60 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Field Trebuchet Troop Type War Machine Unit Category War Machine Equipment Field trebuchet hand weapons Special Rules Levies Peasantry Skirmishers War Machines War Machines Field Trebuchet Field Trebuchet Hand Weapon Hand Weapon Levies Levies Peasantry Peasantry Skirmish Formation Skirmish Formation"},"2167":{"id":"kingdom-of-bretonnia/unit/grail-knight","path":"kingdom-of-bretonnia/unit/grail-knight","title":"Grail Knights","pathText":"kingdom of bretonnia unit grail knight","type":"unit","body":"Grail Knight Grail Guardian Bretonnian Warhorse Cost 38 Base Size 30 x 60 mm Unit Size 3+ Type Grail Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Grail Knights: Hand weapons, lances, heavy armour and shields Bretonnian Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Blessings of the Lady Close Order Counter Charge Finest Warhorses First Charge Lance Formation Living Saints Swiftstride The Grail Vow Options Any unit may: Upgrade one model to a Grail Guardian (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 100 points A Grail Guardian may take: A single Knightly Virtue Magic items up to a total of 50 points Grail Knights Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Blessings of the Lady Blessings of the Lady Close Order Close Order Counter Charge Counter Charge Finest Warhorses Finest Warhorses First Charge First Charge Lance Formation Lance Formation Living Saints Living Saints Swiftstride Swiftstride The Grail Vow The Grail Vow Knightly Virtues"},"2168":{"id":"kingdom-of-bretonnia/unit/hippogryph","path":"kingdom-of-bretonnia/unit/hippogryph","title":"Hippogryph","pathText":"kingdom of bretonnia unit hippogryph","type":"unit","body":"A Hippogryph may only be included in your army as a character's mount. Its points are added to that of its rider. Hippogryph Cost Override +120 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw griffonic pelt (counts as heavy armour) Special Rules Close Order Counter Charge Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Options May have barding (+15 points) Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Heavy Armour Heavy Armour Close Order Close Order Counter Charge Counter Charge Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Barding"},"2169":{"id":"kingdom-of-bretonnia/unit/knight-errant","path":"kingdom-of-bretonnia/unit/knight-errant","title":"Knights Errant","pathText":"kingdom of bretonnia unit knight errant","type":"unit","body":"Knight Errant Gallant Bretonnian Warhorse Cost 19 Base Size 30 x 60 mm Unit Size 3+ Type Knights Errant Troop Type Heavy Cavalry Unit Category Cavalry Equipment Knights Errant: Hand weapons, lances, heavy armour and shields Bretonnian Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Blessings of the Lady Close Order Finest Warhorses First Charge Impetuous Lance Formation Swiftstride The Knight's Vow Options Any unit may: Upgrade one model to a Gallant (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 25 points Knights Errant Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Blessings of the Lady Blessings of the Lady Close Order Close Order Finest Warhorses Finest Warhorses First Charge First Charge Impetuous Impetuous Lance Formation Lance Formation Swiftstride Swiftstride The Knight's Vow The Knight's Vow"},"2170":{"id":"kingdom-of-bretonnia/unit/knight-of-the-realm","path":"kingdom-of-bretonnia/unit/knight-of-the-realm","title":"Knights of the Realm on Foot","pathText":"kingdom of bretonnia unit knight of the realm","type":"unit","body":"Knight of the Realm First Knight Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Knights Of The Realm On Foot Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour shields Special Rules Blessings of the Lady Close Order Furious Charge The Knight's Vow Options The entire unit may: Take great weapons (+2 points per model) Or: Replace shields with great weapons (+1 point per model) Any unit may: Upgrade one model to a First Knight (champion) (+6 points per unit)\\ Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 25 points A First Knight may purchase magic items up to a total of 25 points Knights Of The Realm On Foot Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Blessings of the Lady Blessings of the Lady Close Order Close Order Furious Charge Furious Charge The Knight's Vow The Knight's Vow Great Weapon Shield"},"2171":{"id":"kingdom-of-bretonnia/unit/lady-elisse-duchaard","path":"kingdom-of-bretonnia/unit/lady-elisse-duchaard","title":"Lady Élisse Duchaard","pathText":"kingdom of bretonnia unit lady elisse duchaard","type":"unit","body":"Lady Élisse Duchaard is a Prophetess. She may be included in any Kingdom of Bretonnia army made using any army composition list that includes this option. She must be fielded as presented here. Lady Élisse Duchaard Ariandir Cost 225 Base Size 40 x 60 mm Unit Size 1 Troop Type Monstrous Cavalry Troop Type Named Character Unit Category Cavalry Wizard Level 3 Magic Lore Elementalism Equipment Lady Élisse Duchaard: Hand weapon, Chalice of Brionne and the Staff of the Elements Ariandir: Hooves and horn (counts as a hand weapon) Special Rules Arcane Backlash Armour Bane (2, Ariandir only) Armoured Hide (1) Aura of the Lady Beguiling Aura Blessings of the Lady Counter Charge Lore of the Lady Magical Attacks Magic Resistance (-2) Shield of the Lady Stomp Attacks (1) Swiftstride Monstrous Cavalry Named Characters (Warhammer Armies) Cavalry Elementalism Hand Weapon Chalice of Brionne The Staff of the Elements Hand Weapon Arcane Backlash Arcane Backlash Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Aura of the Lady Aura of the Lady Beguiling Aura Beguiling Aura Blessings of the Lady Blessings of the Lady Counter Charge Counter Charge Lore of the Lady Lore of the Lady Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Shield of the Lady Shield of the Lady Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2172":{"id":"kingdom-of-bretonnia/unit/man-at-arms","path":"kingdom-of-bretonnia/unit/man-at-arms","title":"Men-at-Arms","pathText":"kingdom of bretonnia unit man at arms","type":"unit","body":"Man-at-Arms Yeoman Grail Monk Cost 4 Base Size 25 x 25 mm Unit Size 10+ Type Men-At-Arms Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons polearms light armour shields Special Rules Close Order Horde Levies Peasantry Shieldwall Warband Options Any unit may: Upgrade one model to a Yeoman (champion) (+7 points per unit) Upgrade one model to a Grail Monk (see below) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Grail Monk may be equipped with a Blessed Triptych (+25 points) Optional Rules Grail Monk Blessed Triptych Men-At-Arms Regular Infantry Infantry Hand Weapon Hand Weapon Polearm Polearm Light Armour Light Armour Shield Shield Close Order Close Order Horde Horde Levies Levies Peasantry Peasantry Shieldwall Shieldwall Warband Warband Grail Monk Grail Monk Blessed Triptych Grail Monk Grail Monk Blessed Triptych Blessed Triptych"},"2173":{"id":"kingdom-of-bretonnia/unit/mounted-knights-of-the-realm","path":"kingdom-of-bretonnia/unit/mounted-knights-of-the-realm","title":"Mounted Knights of the Realm","pathText":"kingdom of bretonnia unit mounted knights of the realm","type":"unit","body":"Knight of the Realm First Knight Bretonnian Warhorse Cost 24 Base Size 30 x 60 mm Unit Size 3+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Knights of the Realm: Hand weapons, lances, heavy armour and shields Bretonnian Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Blessings of the Lady Close Order Counter Charge Finest Warhorses First Charge Lance Formation Swiftstride The Knight's Vow Options Any unit may: Upgrade one model to a First Knight (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 25 points A First Knight may purchase magic items up to a total of 25 points Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Blessings of the Lady Blessings of the Lady Close Order Close Order Counter Charge Counter Charge Finest Warhorses Finest Warhorses First Charge First Charge Lance Formation Lance Formation Swiftstride Swiftstride The Knight's Vow The Knight's Vow"},"2174":{"id":"kingdom-of-bretonnia/unit/mounted-yeoman","path":"kingdom-of-bretonnia/unit/mounted-yeoman","title":"Mounted Yeomen","pathText":"kingdom of bretonnia unit mounted yeoman","type":"unit","body":"Mounted Yeoman Warden Warhorse Cost 13 Base Size 25 x 50 mm Unit Size 5+ Type Mounted Yeomen Troop Type Light Cavalry Unit Category Cavalry Equipment Mounted Yeomen: Hand weapons, cavalry spears and shortbows Warhorse: Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Fire & Flee Levies Open Order Peasantry Reserve Move Skirmishers Swiftstride Options The entire unit may take any of the following: Light armour (+2 points per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Warden (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Have the Feigned Flight special rule (+2 points per model) Optional Rules Feigned Flight Mounted Yeomen Light Cavalry Cavalry Hand Weapon Cavalry Spear Shortbow Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Levies Levies Open Order Formation Open Order Formation Peasantry Peasantry Reserve Move Reserve Move Skirmish Formation Skirmish Formation Swiftstride Swiftstride Light Armour Shield Feigned Flight Feigned Flight Feigned Flight"},"2175":{"id":"kingdom-of-bretonnia/unit/outcast-wizard","path":"kingdom-of-bretonnia/unit/outcast-wizard","title":"Outcast Wizard","pathText":"kingdom of bretonnia unit outcast wizard","type":"unit","body":"Outcast Wizards Cost 45 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Magical Attacks Magic Resistance (-1) Untutored Arcanist Options May be mounted on a Warhorse (+12 points) An Outcast Wizard may: Be a Level 2 Wizard (+30 points) Be a Level 3 Wizard (+60 points) Purchase magic items up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Necromancy Hand Weapon Hand Weapon Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Untutored Arcanist Untutored Arcanist Warhorse (Bretonnia)"},"2176":{"id":"kingdom-of-bretonnia/unit/paladin","path":"kingdom-of-bretonnia/unit/paladin","title":"Paladin","pathText":"kingdom of bretonnia unit paladin","type":"unit","body":"A single Paladin in your army may be upgraded to be your Battle Standard Bearer. Unlike other armies, there is no additional cost for this upgrade in a Kingdom of Bretonnia army. Paladin Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Lords Of Bretonnia Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Blessings of the Lady Rallying Cry The Knight's Vow Options May take one of the following: Morning star (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Bretonnian Warhorse (+16 points) Barded Pegasus (+30 points) Royal Pegasus (+70 points) May replace the Knight's Vow with either: The Questing Vow (+15 points) The Grail Vow (+20 points) May take a single Knightly Virtue A Paladin may purchase magic items up to a total of 50 points Lords Of Bretonnia Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Blessings of the Lady Blessings of the Lady Rallying Cry Rallying Cry The Knight's Vow The Knight's Vow Morning Star Great Weapon Lance Bretonnian Warhorse Barded Pegasus Royal Pegasus The Questing Vow The Grail Vow Knightly Virtues"},"2177":{"id":"kingdom-of-bretonnia/unit/peasant-bowmen","path":"kingdom-of-bretonnia/unit/peasant-bowmen","title":"Peasant Bowmen","pathText":"kingdom of bretonnia unit peasant bowmen","type":"unit","body":"Peasant Bowman Villein Cost 5 Base Size 25 x 25 mm Unit Size 10+ Type Peasant Bowmen Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons longbows Special Rules Close Order Levies Peasantry Options The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Villein (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit may: Be equipped with defensive stakes (+10 points per unit) Be equipped with burning braziers (+20 points per unit) Or: Replace the Close Order special rule with Skirmishers (Free) Optional Rules Defensive Stakes Burning Braziers Skirmishers Peasant Bowmen Regular Infantry Infantry Hand Weapon Hand Weapon Longbow Longbow Close Order Close Order Levies Levies Peasantry Peasantry Defensive Stakes Burning Braziers Close Order Skirmishers Defensive Stakes Defensive Stakes Burning Braziers Burning Braziers Skirmish Formation Skirmish Formation"},"2178":{"id":"kingdom-of-bretonnia/unit/pegasus-knight","path":"kingdom-of-bretonnia/unit/pegasus-knight","title":"Pegasus Knights","pathText":"kingdom of bretonnia unit pegasus knight","type":"unit","body":"Pegasus Knight First Knight Barded Pegasus Cost 59 Base Size 40 x 60 mm Unit Size 3+ Type Pegasus Knights Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Pegasus Knight: Hand weapons, lances, heavy armour and shields Barded Pegasus: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Blessings of the Lady Counter Charge Dispersed Formation First Charge Fly (10) Furious Charge (Riders only) Skirmishers Swiftstride The Knight's Vow Options Any unit may: Upgrade one model to a First Knight (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points Pegasus Knights Monstrous Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Blessings of the Lady Blessings of the Lady Counter Charge Counter Charge Dispersed Formation Dispersed Formation First Charge First Charge Fly (X) Fly (X) Furious Charge Furious Charge Skirmish Formation Skirmish Formation Swiftstride Swiftstride The Knight's Vow The Knight's Vow"},"2179":{"id":"kingdom-of-bretonnia/unit/prophetess","path":"kingdom-of-bretonnia/unit/prophetess","title":"Prophetess","pathText":"kingdom of bretonnia unit prophetess","type":"unit","body":"Prophetess Cost 135 Base Size 25 x 25 mm Unit Size 1 Type Handmaidens Of The Lady Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Aura of the Lady Blessings of the Lady Lore of the Lady Magical Attacks Magic Resistance (-2) Shield of the Lady Options May be mounted: Bretonnian Warhorse (+16 points) Warhorse (+12 points) Royal Pegasus (+70 points) Unicorn (+35 points) A Prophetess may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Handmaidens Of The Lady Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Aura of the Lady Aura of the Lady Blessings of the Lady Blessings of the Lady Lore of the Lady Lore of the Lady Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Shield of the Lady Shield of the Lady Bretonnian Warhorse Warhorse (Bretonnia) Royal Pegasus Unicorn"},"2180":{"id":"kingdom-of-bretonnia/unit/questing-knight","path":"kingdom-of-bretonnia/unit/questing-knight","title":"Questing Knights","pathText":"kingdom of bretonnia unit questing knight","type":"unit","body":"Questing Knight Paragon Bretonnian Warhorse Cost 26 Base Size 30 x 60 mm Unit Size 3+ Type Questing Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Questing Knights: Hand weapons, great weapons, heavy armour and shields Bretonnian Warhorse: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Blessings of the Lady Close Order Finest Warhorses First Charge Lance Formation Swiftstride The Questing Vow Options Any unit may: Upgrade one model to a Paragon (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 100 points A Paragon may take: A single Knightly Virtue Magic items up to a total of 25 points Questing Knights Heavy Cavalry Cavalry Hand Weapon Great Weapon Heavy Armour Shield Hand Weapon Barding Blessings of the Lady Blessings of the Lady Close Order Close Order Finest Warhorses Finest Warhorses First Charge First Charge Lance Formation Lance Formation Swiftstride Swiftstride The Questing Vow The Questing Vow Knightly Virtues"},"2181":{"id":"kingdom-of-bretonnia/unit/royal-pegasus","path":"kingdom-of-bretonnia/unit/royal-pegasus","title":"Royal Pegasus","pathText":"kingdom of bretonnia unit royal pegasus","type":"unit","body":"Royal Pegasus Cost Override +70 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Armour Bane (1, Royal Pegasus only) Counter Charge First Charge Fly (10) Stomp Attacks (2) Swiftstride Monstrous Creatures Monsters Hand Weapon Hand Weapon Barding Barding Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge First Charge First Charge Fly (X) Fly (X) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2182":{"id":"kingdom-of-bretonnia/unit/sergeant-at-arms","path":"kingdom-of-bretonnia/unit/sergeant-at-arms","title":"Sergeant-at-Arms","pathText":"kingdom of bretonnia unit sergeant at arms","type":"unit","body":"Sergeant-at-Arms Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Sergeants-At-Arms Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Levies Peasant's Duty Peasantry Warband Options May take one of the following: Halberd (+2 points) Additional hand weapon (+2 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted on a Warhorse (+12 points) May purchase magic items up to a total of 25 points Sergeants-At-Arms Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Levies Levies Peasant's Duty Peasant's Duty Peasantry Peasantry Warband Warband Halberd Two Hand Weapons/Additional Hand Weapon Cavalry Spear Shield Warhorse (Bretonnia)"},"2183":{"id":"kingdom-of-bretonnia/unit/sir-cecil-gastonne","path":"kingdom-of-bretonnia/unit/sir-cecil-gastonne","title":"Sir Cecil Gastonne","pathText":"kingdom of bretonnia unit sir cecil gastonne","type":"unit","body":"Sir Cecil Gastonne is a Baron. He may be included in any Kingdom of Bretonnia army made using any army composition list that includes this option. He must be fielded as presented here. Sir Cecil Gastonne Cost 165 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Equipment Sorrow's End Dragonhide Cloak heavy armour shield Special Rules Blessings of the Lady Rallying Cry The Wyrm Slayer The Exile's Vow Regular Infantry Named Characters (Warhammer Armies) Infantry Sorrow's End Sorrow's End Dragonhide Cloak Dragonhide Cloak Heavy Armour Heavy Armour Shield Shield Blessings of the Lady Blessings of the Lady Rallying Cry Rallying Cry The Wyrm Slayer The Wyrm Slayer The Exile's Vow The Exile's Vow"},"2184":{"id":"kingdom-of-bretonnia/unit/squire","path":"kingdom-of-bretonnia/unit/squire","title":"Squires","pathText":"kingdom of bretonnia unit squire","type":"unit","body":"Squire Esquire Cost 7 Base Size 25 x 25 mm Unit Size 5+ Type Squires Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons longbows Special Rules Move Through Cover Open Order Peasantry Skirmishers Vanguard Options Any unit may: Upgrade one model to an Esquire (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Have the Fire & Flee special rule (+1 point per model) Have the Scouts special rule (+1 point per model) Optional Rules Fire & Flee Scouts Squires Regular Infantry Infantry Hand Weapon Hand Weapon Longbow Longbow Move Through Cover Move Through Cover Open Order Formation Open Order Formation Peasantry Peasantry Skirmish Formation Skirmish Formation Vanguard Vanguard Fire & Flee Scouts Fire & Flee Fire & Flee Scouts Scouts"},"2185":{"id":"kingdom-of-bretonnia/unit/the-green-knight","path":"kingdom-of-bretonnia/unit/the-green-knight","title":"The Green Knight","pathText":"kingdom of bretonnia unit the green knight","type":"unit","body":"The Green Knight may be included in any Kingdom of Bretonnia army made using any army composition list. He must be fielded as presented here. The Green Knight The Shadow Steed Cost 275 Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Troop Type Named Character Unit Category Cavalry Equipment The Green Knight: The Dolorous Blade, heavy armour and shield The Shadow Steed: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Aura of the Fay Blessed Knight Ethereal Guardian of the Sacred Sites Immune to Psychology Loner Move Through Cover Rallying Cry Terror Unbreakable Unstable Heavy Cavalry Named Characters (Warhammer Armies) Cavalry The Dolorous Blade Heavy Armour Shield Hand Weapon Barding Aura of the Fay Aura of the Fay Blessed Knight Blessed Knight Ethereal Ethereal Guardian of the Sacred Sites Guardian of the Sacred Sites Immune to Psychology Immune to Psychology Loner Loner Move Through Cover Move Through Cover Rallying Cry Rallying Cry Terror Terror Unbreakable Unbreakable Unstable Unstable"},"2186":{"id":"kingdom-of-bretonnia/unit/unicorn","path":"kingdom-of-bretonnia/unit/unicorn","title":"Unicorn","pathText":"kingdom of bretonnia unit unicorn","type":"unit","body":"Unicorn Cost Override +35 points Base Size 40 x 60 mm Unit Size 1 Type Unicorn Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hooves horn (counts as a hand weapon) Special Rules Armour Bane (2, Unicorn only) Armoured Hide (1) Beguiling Aura Counter Charge Magical Attacks Stomp Attacks (1) Swiftstride Unicorn Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Beguiling Aura Beguiling Aura Counter Charge Counter Charge Magical Attacks Magical Attacks Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"2187":{"id":"kingdom-of-bretonnia/unit/warhorse-bretonnia","path":"kingdom-of-bretonnia/unit/warhorse-bretonnia","title":"Warhorse (Bretonnia)","pathText":"kingdom of bretonnia unit warhorse bretonnia","type":"unit","body":"Warhorse Cost Override +12 points Base Size 25 x 50 mm (min), 30 x 60 mm (max) Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"2188":{"id":"kingdom-of-bretonnia/unit/yeomen-guard","path":"kingdom-of-bretonnia/unit/yeomen-guard","title":"Yeomen Guard","pathText":"kingdom of bretonnia unit yeomen guard","type":"unit","body":"Yeoman Guard Warden Grail Monk Cost 5 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Special Rules Close Order Horde Peasantry Shieldwall Veteran Warband Options The entire unit must take one of the following: Halberds (Free) Polearms (+1 point per model) Thrusting spears (Free) Any unit may: Upgrade one model to a Warden (champion) (+6 points per unit) Upgrade one model to a Grail Monk (see below) (+7 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 25 points A Grail Monk may be equipped with a Blessed Triptych (+25 points) Optional Rules Grail Monk Blessed Triptych Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Close Order Close Order Horde Horde Peasantry Peasantry Shieldwall Shieldwall Veteran Veteran Warband Warband Halberd Polearm Thrusting Spear Grail Monk Grail Monk Blessed Triptych Grail Monk Grail Monk Blessed Triptych Blessed Triptych"},"2189":{"id":"kingdom-of-bretonnia/weapon/blessed-triptych","path":"kingdom-of-bretonnia/weapon/blessed-triptych","title":"Blessed Triptych","pathText":"kingdom of bretonnia weapon blessed triptych","type":"rule","body":"Often when members of Bretonnia's monastic orders march to war, they will carry with them some sacred triptych taken from their holy sanctum. In the presence of such relics, humble peasants find great courage. A unit that contains a Blessed Triptych gains the Stubborn special rule. Stubborn"},"2190":{"id":"kingdom-of-bretonnia/weapon/blunderbuss","path":"kingdom-of-bretonnia/weapon/blunderbuss","title":"Blunderbuss","pathText":"kingdom of bretonnia weapon blunderbuss","type":"rule","body":"Blunderbuss Multiple Shots (D3) Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. Multiple Shots (X) Volley Fire Firing at Long Range Multiple Shots (X) Stand & Shoot"},"2191":{"id":"kingdom-of-bretonnia/weapon/bombard","path":"kingdom-of-bretonnia/weapon/bombard","title":"Bombard","pathText":"kingdom of bretonnia weapon bombard","type":"rule","body":"Bombard Armour Bane (2) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (D3+1) Notes: This weapon shoots like a cannon, using the Cannon Fire special rule. This weapon uses the Bombard Misfire table below. D6 Result 1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and a cloud of black smoke hanging in the air. The model is destroyed and immediately removed from play. 2-3 Malfunction: The charge misfires, terminally inconveniencing one of the crew and knocking the war machine over. It can be righted, but it will take time. The crew immediately loses one Wound and the model fails to shoot this turn. 4-5 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew will be feeling rather foolish! The model fails to shoot this turn. 6 Boom!: The bombard discharges with an ear-splitting boom, the powerful report knocking the gun from its carriage. This weapon shoots this turn, as if a '2' had been rolled on the Artillery dice, rather than a 'Misfire'. However, it will take some time to right the toppled gun. This weapon cannot shoot during the next round. Armour Bane (X) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (X) Cannon Fire"},"2192":{"id":"kingdom-of-bretonnia/weapon/burning-braziers","path":"kingdom-of-bretonnia/weapon/burning-braziers","title":"Burning Braziers","pathText":"kingdom of bretonnia weapon burning braziers","type":"rule","body":"Wrought iron braziers full of smouldering coals not only ward against the morning's chill, they also allow the bowmen to rain burning arrows down upon the foe. The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule. Longbow Flaming Attacks"},"2193":{"id":"kingdom-of-bretonnia/weapon/defensive-stakes","path":"kingdom-of-bretonnia/weapon/defensive-stakes","title":"Defensive Stakes","pathText":"kingdom of bretonnia weapon defensive stakes","type":"rule","body":"Rough-hewn stakes hammered into the soft earth provide simple but effective defences against a charging enemy. When a unit equipped with defensive stakes is deployed, the stakes are placed in base contact with its front arc and will remain there for the duration of the game, unless the unit moves – should the unit move for any reason (including reforming), the stakes are lost and are removed from play. All measurement to and from the unit is done from the unit itself – ignore the stakes. Enemy units can charge the front of a unit equipped with defensive stakes as normal but do not have to physically cross the stakes to do so. Instead, the front rank of a charging unit moves into base contact with the stakes, making a disordered charge and becoming Disrupted. A model whose troop type is cavalry or chariot must make a Dangerous Terrain test if it ends its charge move in base contact with the stakes. Reform Disordered Charges Disrupted Units Cavalry Chariots Dangerous Terrain"},"2194":{"id":"kingdom-of-bretonnia/weapon/field-trebuchet","path":"kingdom-of-bretonnia/weapon/field-trebuchet","title":"Field Trebuchet","pathText":"kingdom of bretonnia weapon field trebuchet","type":"rule","body":"Field Trebuchet Bombardment Cumbersome Immovable Object Move or Shoot Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Immovable Object Move or Shoot Multiple Wounds (X) Bombardment Stone Thrower Misfire Table Multiple Wounds (X)"},"2195":{"id":"kingdom-of-bretonnia/weapon/polearm","path":"kingdom-of-bretonnia/weapon/polearm","title":"Polearm","pathText":"kingdom of bretonnia weapon polearm","type":"rule","body":"Single-Handed: Polearm Single-Handed Fight in Extra Rank Double-Handed: Polearm Double-Handed Requires Two Hands Notes: A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged. Fight in Extra Rank Requires Two Hands Choose & Fight Combat"},"2196":{"id":"lizardmen/armylist/legacy","path":"lizardmen/armylist/legacy","title":"Lizardmen Legacy Army List","pathText":"lizardmen armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Lizardmen. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Slann Mage-Priest 0-1 Saurus Oldblood or Skink Priest per 1,000 points Saurus Scar-Veterans and Skink Chiefs Core At least 25% of your army's points value must be spent on: 1+ unit of Saurus Warriors Skink Skirmishers and Jungle Swarms 0-1 unit of Temple Guard Special Up to 50% of your army's points value may be spent on: Chameleon Skinks, Kroxigor and Cold One Riders 0-1 unit of Terradon Riders per Skink Hero taken 0-1 unit of Ripperdactyl Riders per Skink Hero taken 0-2 Bastiladons per 1,000 points Rare Up to 25% of your army's points value may be spent on: 0-1 Salamander Pack or Razordon Pack per 1,000 points 0-1 Stegadon or Troglodon per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: High Elf Realms Battle Standard Bearer A single Slann Mage-Priest, Saurus Scar-Veteran or Skink Chief in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. A Slann Mage-Priest may be both your army’s Battle Standard Bearer and its General. Forming Units Warhammer Armies Slann Mage-Priest Saurus Oldblood Skink Priest Saurus Scar-Veteran Skink Chief Saurus Warriors Skink Skirmishers Jungle Swarms Temple Guard Chameleon Skinks Kroxigor Cold One Riders Terradon Riders Ripperdactyl Riders Bastiladon Salamander Pack Razordon Pack Stegadon Troglodon Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent High Elf Realms The Battle Standard"},"2197":{"id":"lizardmen/armylist/renegade-draft-1.5.2.1","path":"lizardmen/armylist/renegade-draft-1.5.2.1","title":"Lizardmen Renegade Army List","pathText":"lizardmen armylist renegade draft 1.5.2.1","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Slann Mage-Priest or 0-1 Saurus Oldblood per 1,000 points Saurus Scar-Veterans, Skink Chiefs, and Skink Priests Core At least 25% of your army’s points value must be spent on: Saurus Warriors, Skink Cohorts, Skink Skirmishers and Jungle Swarms 0-1 unit of Temple Guard (if your General is a Slann Mage-Priest) Special Up to 50% of your army’s points value may be spent on: Chameleon Skinks, Kroxigor, Ripperdactyl Riders, Terradon Riders, Bastiladons, Stegadons, Temple Guard and Cold One Riders Rare Up to 25% of your army’s points value may be spent on: Ancient Stegadons, Salamander Packs, Razordon Packs and Troglodons Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from the following Grand Army composition list: High Elf Realms Battle Standard Bearer A single Slann Mage-Priest, Saurus Scar-Veteran or Skink Chief in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. A Slann Mage-Priest may be both your army’s Battle Standard Bearer and its General."},"2198":{"id":"lizardmen/faction","path":"lizardmen/faction","title":"Lizardmen","pathText":"lizardmen faction","type":"army","body":"Rules Special Rules Arcane Shield Guardians Skirmish Screen Toad Rage Blood Frenzy Engine of the Gods Arcane Configuration Burning Alignment Impervious Defence Ark of Sotek Slithering Serpents Spawn of Sotek Solar Engine Solar Radiance Beam of Chotec Primeval Roar Arcane Vassal Aquatic Cleaving Blow Beast Handlers Cold Blooded Drop Rocks Obsidian Blades Weapons of War Blowpipe Fiery Breath (Lizardmen) Razor Barbs Fireleech Bolas Wicked Claws Slashing Talons (Lizardmen) Great Horns Giant Bow Giant Blowpipes Thunderous Bludgeon Venomous Talons Venom Spray Warhammer Armies Lizardmen Legacy Army List The Lores of Magic Lore of Lustria Magic Items (and Abilities) Disciplines of the Old Ones Lizardmen Magic Items Units Character Saurus Oldblood Saurus Scar-Veteran Skink Chief Skink Priest Slann Mage-Priest Mount Cold One (Lizardmen) Ripperdactyl Terradon Infantry Chameleon Skinks Jungle Swarms Kroxigor Razordon Pack Salamander Pack Saurus Warriors Skink Skirmishers Temple Guard Cavalry Cold One Riders Ripperdactyl Riders Terradon Riders Monster Ancient Stegadon Bastiladon Carnosaur Stegadon Troglodon Arcane Shield Guardians Skirmish Screen Toad Rage Blood Frenzy Engine of the Gods Arcane Configuration Burning Alignment Impervious Defence Ark of Sotek Slithering Serpents Spawn of Sotek Solar Engine Solar Radiance Beam of Chotec Primeval Roar Arcane Vassal Aquatic Cleaving Blow Beast Handlers Cold Blooded Drop Rocks Obsidian Blades Blowpipe Fiery Breath (Lizardmen) Razor Barbs Fireleech Bolas Wicked Claws Slashing Talons (Lizardmen) Great Horns Giant Bow Giant Blowpipes Thunderous Bludgeon Venomous Talons Venom Spray Lizardmen Legacy Army List Lore of Lustria Disciplines of the Old Ones Lizardmen Magic Items Saurus Oldblood Saurus Scar-Veteran Skink Chief Skink Priest Slann Mage-Priest Cold One (Lizardmen) Ripperdactyl Terradon Chameleon Skinks Jungle Swarms Kroxigor Razordon Pack Salamander Pack Saurus Warriors Skink Skirmishers Temple Guard Cold One Riders Ripperdactyl Riders Terradon Riders Ancient Stegadon Bastiladon Carnosaur Stegadon Troglodon"},"2199":{"id":"lizardmen/magic-item-list/disciplines-of-the-old-ones","path":"lizardmen/magic-item-list/disciplines-of-the-old-ones","title":"Disciplines of the Old Ones","pathText":"lizardmen magic item list disciplines of the old ones","type":"rule","body":"The Slann Mage-Priests possess prodigious knowledge of matters both mundane and metaphysical, and they display an impressive arsenal of arcane abilities and mental attributes. A Slann Mage-Priest may purchase a single Discipline of the Old Ones. Disciplines of the Old Ones Becalming Cogitation Harrowing Scrutiny Higher State of Mind Sorcerous Void Soul of Stone Transcendent Healing Wandering Deliberations Becalming Cogitation Harrowing Scrutiny Higher State of Mind Sorcerous Void Soul of Stone Transcendent Healing Wandering Deliberations"},"2200":{"id":"lizardmen/magic-item-list/disciplines-of-the-old-ones-renegade-draft-1.5.2.1","path":"lizardmen/magic-item-list/disciplines-of-the-old-ones-renegade-draft-1.5.2.1","title":"Disciplines of the Old Ones","pathText":"lizardmen magic item list disciplines of the old ones renegade draft 1.5.2.1","type":"rule","body":"The Focused Rumination Higher State Of Consciousness Focus of Mystery Wandering Deliberations Transcendent Healing Becalming Cogitation Sorcerous Void Harrowing Scrutiny Soul Of Stone The Focused Rumination Higher State Of Consciousness Focus of Mystery Wandering Deliberations Transcendent Healing Becalming Cogitation Sorcerous Void Harrowing Scrutiny Soul Of Stone"},"2201":{"id":"lizardmen/magic-item-list/lizardmen-magic-items","path":"lizardmen/magic-item-list/lizardmen-magic-items","title":"Lizardmen Magic Items","pathText":"lizardmen magic item list lizardmen magic items","type":"rule","body":"These magic items are unique to Lizardmen armies. These can be purchased by models within a Lizardmen army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Lizardmen Magic Items Aura of Quetzl Blade of Revered Tzunki Cloak of Feathers Cube of Darkness* Cupped Hands of the Old Ones Glyph Necklace Hide of the Cold Ones Horned One* Itxi Grub* Jaguar Standard Piranha Blade Scimitar of the Sun Resplendent Shield of the Mirror Pool Skavenpelt Banner Staff of the Lost Sun Sun Standard of Chotec Totem of Prophecy Venom of the Firefly Frog Aura of Quetzl Blade of Revered Tzunki Cloak of Feathers Cube of Darkness* Cupped Hands of the Old Ones Glyph Necklace Hide of the Cold Ones Horned One* Itxi Grub* Jaguar Standard Piranha Blade Scimitar of the Sun Resplendent Shield of the Mirror Pool Skavenpelt Banner Staff of the Lost Sun Sun Standard of Chotec Totem of Prophecy Venom of the Firefly Frog"},"2202":{"id":"lizardmen/magic-item-list/lizardmen-renegade-draft-1.5.2.1","path":"lizardmen/magic-item-list/lizardmen-renegade-draft-1.5.2.1","title":"Lizardmen Renegade Magic Items","pathText":"lizardmen magic item list lizardmen renegade draft 1.5.2.1","type":"rule","body":"Blade Of Revered Tzunki Scimitar Of The Sun Resplendent Staff Of The Lost Sun Piranha Blade Shield Of The Mirror Pool Hide Of The Cold Ones Glyph Necklace Aura Of Quetzl Sun Standard Of Chotec Skavenpelt Banner Totem Of Prophecy Jaguar Standard Cloak Of Feathers Venom Of The Firefly Frog Horned One* Cube Of Darkness* Itxi Grub* Cupped Hands Of The Old Ones Blade Of Revered Tzunki Scimitar Of The Sun Resplendent Staff Of The Lost Sun Piranha Blade Shield Of The Mirror Pool Hide Of The Cold Ones Glyph Necklace Aura Of Quetzl Sun Standard Of Chotec Skavenpelt Banner Totem Of Prophecy Jaguar Standard Cloak Of Feathers Venom Of The Firefly Frog Horned One* Cube Of Darkness* Itxi Grub* Cupped Hands Of The Old Ones"},"2203":{"id":"lizardmen/magic-item/aura-of-quetzl","path":"lizardmen/magic-item/aura-of-quetzl","title":"Aura of Quetzl","pathText":"lizardmen magic item aura of quetzl","type":"magic-item","body":"Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"2204":{"id":"lizardmen/magic-item/aura-of-quetzl-draft-1.5.2.1","path":"lizardmen/magic-item/aura-of-quetzl-draft-1.5.2.1","title":"Aura Of Quetzl","pathText":"lizardmen magic item aura of quetzl draft 1.5.2.1","type":"magic-item","body":"Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit."},"2205":{"id":"lizardmen/magic-item/becalming-cogitation","path":"lizardmen/magic-item/becalming-cogitation","title":"Becalming Cogitation","pathText":"lizardmen magic item becalming cogitation","type":"magic-item","body":"With a belching croak, the Slann smothers the power of enemy spells. Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Wizardly dispel attempt. In addition, this character increases their Dispel range by 3\". Wizardly Dispel"},"2206":{"id":"lizardmen/magic-item/becalming-cogitation-draft-1.5.2.1","path":"lizardmen/magic-item/becalming-cogitation-draft-1.5.2.1","title":"Becalming Cogitation","pathText":"lizardmen magic item becalming cogitation draft 1.5.2.1","type":"magic-item","body":"Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Wizardly dispel attempt. In addition, this character increases their Dispel range by 3\"."},"2207":{"id":"lizardmen/magic-item/blade-of-revered-tzunki","path":"lizardmen/magic-item/blade-of-revered-tzunki","title":"Blade of Revered Tzunki","pathText":"lizardmen magic item blade of revered tzunki","type":"magic-item","body":"Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. Blade of Revered Tzunki Magical Attacks Notes: No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal). Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"2208":{"id":"lizardmen/magic-item/blade-of-revered-tzunki-draft-1.5.2.1","path":"lizardmen/magic-item/blade-of-revered-tzunki-draft-1.5.2.1","title":"Blade Of Revered Tzunki","pathText":"lizardmen magic item blade of revered tzunki draft 1.5.2.1","type":"magic-item","body":"Blade of Revered Tzunki Magical Attacks \\No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).* Magical Attacks"},"2209":{"id":"lizardmen/magic-item/cloak-of-feathers","path":"lizardmen/magic-item/cloak-of-feathers","title":"Cloak of Feathers","pathText":"lizardmen magic item cloak of feathers","type":"magic-item","body":"When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is infantry only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules. Infantry Fly (X) Swiftstride"},"2210":{"id":"lizardmen/magic-item/cloak-of-feathers-draft-1.5.2.1","path":"lizardmen/magic-item/cloak-of-feathers-draft-1.5.2.1","title":"Cloak Of Feathers","pathText":"lizardmen magic item cloak of feathers draft 1.5.2.1","type":"magic-item","body":"Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules."},"2211":{"id":"lizardmen/magic-item/cube-of-darkness","path":"lizardmen/magic-item/cube-of-darkness","title":"Cube of Darkness*","pathText":"lizardmen magic item cube of darkness","type":"magic-item","body":"Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all remains in play spells currently in play are dispelled, including spells cast by friendly Wizards. Dispel Roll & Dispel Result Remains in Play"},"2212":{"id":"lizardmen/magic-item/cube-of-darkness-draft-1.5.2.1","path":"lizardmen/magic-item/cube-of-darkness-draft-1.5.2.1","title":"Cube Of Darkness*","pathText":"lizardmen magic item cube of darkness draft 1.5.2.1","type":"magic-item","body":"Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards."},"2213":{"id":"lizardmen/magic-item/cupped-hands-of-the-old-ones","path":"lizardmen/magic-item/cupped-hands-of-the-old-ones","title":"Cupped Hands of the Old Ones","pathText":"lizardmen magic item cupped hands of the old ones","type":"magic-item","body":"A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3\" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2. Miscast Miscast Table Armour Piercing"},"2214":{"id":"lizardmen/magic-item/cupped-hands-of-the-old-ones-draft-1.5.2.1","path":"lizardmen/magic-item/cupped-hands-of-the-old-ones-draft-1.5.2.1","title":"Cupped Hands Of The Old Ones","pathText":"lizardmen magic item cupped hands of the old ones draft 1.5.2.1","type":"magic-item","body":"Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3\" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2."},"2215":{"id":"lizardmen/magic-item/focus-of-mystery-draft-1.5.2.1","path":"lizardmen/magic-item/focus-of-mystery-draft-1.5.2.1","title":"Focus of Mystery","pathText":"lizardmen magic item focus of mystery draft 1.5.2.1","type":"magic-item","body":"This Character does not randomly generate their spells. Instead, they know all of the spells from their chosen lore. The character may discard up to two of these spells in favour of up to two spells chosen from the Lore of Lustria or their lore's signature spell. Note this Discipline cannot be combined with Wandering Deliberations."},"2216":{"id":"lizardmen/magic-item/glyph-necklace","path":"lizardmen/magic-item/glyph-necklace","title":"Glyph Necklace","pathText":"lizardmen magic item glyph necklace","type":"magic-item","body":"This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. Ward Saves Magic Resistance (-X)"},"2217":{"id":"lizardmen/magic-item/glyph-necklace-draft-1.5.2.1","path":"lizardmen/magic-item/glyph-necklace-draft-1.5.2.1","title":"Glyph Necklace","pathText":"lizardmen magic item glyph necklace draft 1.5.2.1","type":"magic-item","body":"The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule."},"2218":{"id":"lizardmen/magic-item/harrowing-scrutiny","path":"lizardmen/magic-item/harrowing-scrutiny","title":"Harrowing Scrutiny","pathText":"lizardmen magic item harrowing scrutiny","type":"magic-item","body":"The unblinking gaze of this Slann Mage-Priest carries a measure of the scrutiny of the Old Ones. This character gains the Terror special rule. Terror"},"2219":{"id":"lizardmen/magic-item/harrowing-scrutiny-draft-1.5.2.1","path":"lizardmen/magic-item/harrowing-scrutiny-draft-1.5.2.1","title":"Harrowing Scrutiny","pathText":"lizardmen magic item harrowing scrutiny draft 1.5.2.1","type":"magic-item","body":"This character gains the Terror special rule."},"2220":{"id":"lizardmen/magic-item/hide-of-the-cold-ones","path":"lizardmen/magic-item/hide-of-the-cold-ones","title":"Hide of the Cold Ones","pathText":"lizardmen magic item hide of the cold ones","type":"magic-item","body":"The hide of a Cold One exudes a toxic slime that dulls the wearer's mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule. Armour Value Stupidity"},"2221":{"id":"lizardmen/magic-item/hide-of-the-cold-ones-draft-1.5.2.1","path":"lizardmen/magic-item/hide-of-the-cold-ones-draft-1.5.2.1","title":"Hide Of The Cold Ones","pathText":"lizardmen magic item hide of the cold ones draft 1.5.2.1","type":"magic-item","body":"May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule."},"2222":{"id":"lizardmen/magic-item/higher-state-of-consciousness-draft-1.5.2.1","path":"lizardmen/magic-item/higher-state-of-consciousness-draft-1.5.2.1","title":"Higher State Of Consciousness","pathText":"lizardmen magic item higher state of consciousness draft 1.5.2.1","type":"magic-item","body":"This character gains the Ethereal special rule."},"2223":{"id":"lizardmen/magic-item/higher-state-of-mind","path":"lizardmen/magic-item/higher-state-of-mind","title":"Higher State of Mind","pathText":"lizardmen magic item higher state of mind","type":"magic-item","body":"So deep are the thoughts of the Mage-Priest that its physical body becomes a ghostly image as it slips further away from this reality. This character gains the Ethereal special rule. Ethereal"},"2224":{"id":"lizardmen/magic-item/horned-one","path":"lizardmen/magic-item/horned-one","title":"Horned One*","pathText":"lizardmen magic item horned one","type":"magic-item","body":"Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character's mount loses the Stupidity special rule and has Movement characteristic of 8. Stupidity"},"2225":{"id":"lizardmen/magic-item/horned-one-draft-1.5.2.1","path":"lizardmen/magic-item/horned-one-draft-1.5.2.1","title":"Horned One*","pathText":"lizardmen magic item horned one draft 1.5.2.1","type":"magic-item","body":"This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8."},"2226":{"id":"lizardmen/magic-item/itxi-grub","path":"lizardmen/magic-item/itxi-grub","title":"Itxi Grub*","pathText":"lizardmen magic item itxi grub","type":"magic-item","body":"The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound."},"2227":{"id":"lizardmen/magic-item/itxi-grub-draft-1.5.2.1","path":"lizardmen/magic-item/itxi-grub-draft-1.5.2.1","title":"Itxi Grub*","pathText":"lizardmen magic item itxi grub draft 1.5.2.1","type":"magic-item","body":"Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Leadership test using their own Leadership. If this test is passed, the bearer may apply a +3 modifier to the Casting roll."},"2228":{"id":"lizardmen/magic-item/jaguar-standard","path":"lizardmen/magic-item/jaguar-standard","title":"Jaguar Standard","pathText":"lizardmen magic item jaguar standard","type":"magic-item","body":"Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result. Pursuit"},"2229":{"id":"lizardmen/magic-item/jaguar-standard-draft-1.5.2.1","path":"lizardmen/magic-item/jaguar-standard-draft-1.5.2.1","title":"Jaguar Standard","pathText":"lizardmen magic item jaguar standard draft 1.5.2.1","type":"magic-item","body":"When a unit carrying the Jaguar Standard makes a Pursuit or Charge roll, it may roll an extra D6 and discard the lowest result."},"2230":{"id":"lizardmen/magic-item/piranha-blade","path":"lizardmen/magic-item/piranha-blade","title":"Piranha Blade","pathText":"lizardmen magic item piranha blade","type":"magic-item","body":"The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. Piranha Blade Magical Attacks Multiple Wounds (2) Magical Attacks Multiple Wounds (X)"},"2231":{"id":"lizardmen/magic-item/piranha-blade-draft-1.5.2.1","path":"lizardmen/magic-item/piranha-blade-draft-1.5.2.1","title":"Piranha Blade","pathText":"lizardmen magic item piranha blade draft 1.5.2.1","type":"magic-item","body":"Piranha blade Magical Attacks Multiple Wounds (2) Magical Attacks Multiple Wounds (X)"},"2232":{"id":"lizardmen/magic-item/scimitar-of-the-sun-resplendent","path":"lizardmen/magic-item/scimitar-of-the-sun-resplendent","title":"Scimitar of the Sun Resplendent","pathText":"lizardmen magic item scimitar of the sun resplendent","type":"magic-item","body":"As light as a dagger, this curved blade invigorates its wielder with the power of the sun. Scimitar of the Sun Resplendent Extra Attacks (+D3) Flaming Attacks Magical Attacks Extra Attacks (+X) Flaming Attacks Magical Attacks"},"2233":{"id":"lizardmen/magic-item/scimitar-of-the-sun-resplendent-draft-1.5.2.1","path":"lizardmen/magic-item/scimitar-of-the-sun-resplendent-draft-1.5.2.1","title":"Scimitar Of The Sun Resplendent","pathText":"lizardmen magic item scimitar of the sun resplendent draft 1.5.2.1","type":"magic-item","body":"Scimitar Of The Sun Resplendent Extra Attacks (+D3) Flaming Attacks Magical Attacks Extra Attacks (+X) Flaming Attacks Magical Attacks"},"2234":{"id":"lizardmen/magic-item/shield-of-the-mirror-pool","path":"lizardmen/magic-item/shield-of-the-mirror-pool","title":"Shield of the Mirror Pool","pathText":"lizardmen magic item shield of the mirror pool","type":"magic-item","body":"Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2. Shield Magic Missiles Armour Piercing"},"2235":{"id":"lizardmen/magic-item/shield-of-the-mirror-pool-draft-1.5.2.1","path":"lizardmen/magic-item/shield-of-the-mirror-pool-draft-1.5.2.1","title":"Shield Of The Mirror Pool","pathText":"lizardmen magic item shield of the mirror pool draft 1.5.2.1","type":"magic-item","body":"The Shield of the Mirror Pool is a shield. In addition, any magic missile that strikes the bearer or any unit he is with is reflected on the roll of 4+ on a D6. If the spell is reflected, the caster (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt."},"2236":{"id":"lizardmen/magic-item/skavenpelt-banner","path":"lizardmen/magic-item/skavenpelt-banner","title":"Skavenpelt Banner","pathText":"lizardmen magic item skavenpelt banner","type":"magic-item","body":"The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules. Frenzy Hatred (X)"},"2237":{"id":"lizardmen/magic-item/skavenpelt-banner-draft-1.5.2.1","path":"lizardmen/magic-item/skavenpelt-banner-draft-1.5.2.1","title":"Skavenpelt Banner","pathText":"lizardmen magic item skavenpelt banner draft 1.5.2.1","type":"magic-item","body":"A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules."},"2238":{"id":"lizardmen/magic-item/sorcerous-void","path":"lizardmen/magic-item/sorcerous-void","title":"Sorcerous Void","pathText":"lizardmen magic item sorcerous void","type":"magic-item","body":"Closing its eyes and breathing deeply, the Slann Mage-Priest calms the Winds of Magic, causing enemy spells to falter and fail. This character gains the Magic Resistance (-D3) special rule. Roll the D3 before armies are deployed. Magic Resistance (-X)"},"2239":{"id":"lizardmen/magic-item/sorcerous-void-draft-1.5.2.1","path":"lizardmen/magic-item/sorcerous-void-draft-1.5.2.1","title":"Sorcerous Void","pathText":"lizardmen magic item sorcerous void draft 1.5.2.1","type":"magic-item","body":"This character gains the Magic Resistance (-D3) special rule. Roll the D3 before armies are deployed."},"2240":{"id":"lizardmen/magic-item/soul-of-stone","path":"lizardmen/magic-item/soul-of-stone","title":"Soul of Stone","pathText":"lizardmen magic item soul of stone","type":"magic-item","body":"Both the mind and body of the Slann Mage-Priest is hardened against the ill effects of magic. When rolling on the Miscast table, this character can modify the result by -1 (to a minimum of 2), or by +1 (to a maximum of 12). Miscast Table"},"2241":{"id":"lizardmen/magic-item/soul-of-stone-draft-1.5.2.1","path":"lizardmen/magic-item/soul-of-stone-draft-1.5.2.1","title":"Soul Of Stone","pathText":"lizardmen magic item soul of stone draft 1.5.2.1","type":"magic-item","body":"The first time that a Slann suffers a Miscast, the spell fails automatically, but no roll on the Miscast table is taken."},"2242":{"id":"lizardmen/magic-item/staff-of-the-lost-sun","path":"lizardmen/magic-item/staff-of-the-lost-sun","title":"Staff of the Lost Sun","pathText":"lizardmen magic item staff of the lost sun","type":"magic-item","body":"Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Ranged: Staff of the Lost Sun Ranged Magical Attacks Multiple Shots (3) Combat: Staff of the Lost Sun Combat Magical Attacks Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon. Magical Attacks Multiple Shots (X) Magical Attacks Requires Two Hands"},"2243":{"id":"lizardmen/magic-item/staff-of-the-lost-sun-draft-1.5.2.1","path":"lizardmen/magic-item/staff-of-the-lost-sun-draft-1.5.2.1","title":"Staff Of The Lost Sun","pathText":"lizardmen magic item staff of the lost sun draft 1.5.2.1","type":"magic-item","body":"Ranged Magical Attacks Multiple Shots (3) Combat Magical Attacks Requires Two Hands The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon. Magical Attacks Multiple Shots (X) Magical Attacks Requires Two Hands"},"2244":{"id":"lizardmen/magic-item/sun-standard-of-chotec","path":"lizardmen/magic-item/sun-standard-of-chotec","title":"Sun Standard of Chotec","pathText":"lizardmen magic item sun standard of chotec","type":"magic-item","body":"Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier. Stand & Shoot The Shooting Phase"},"2245":{"id":"lizardmen/magic-item/sun-standard-of-chotec-draft-1.5.2.1","path":"lizardmen/magic-item/sun-standard-of-chotec-draft-1.5.2.1","title":"Sun Standard Of Chotec","pathText":"lizardmen magic item sun standard of chotec draft 1.5.2.1","type":"magic-item","body":"Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, enemy models suffer a -1 modifier on any To Hit rolls made against the unit carrying this banner."},"2246":{"id":"lizardmen/magic-item/the-focused-rumination-draft-1.5.2.1","path":"lizardmen/magic-item/the-focused-rumination-draft-1.5.2.1","title":"The Focused Rumination","pathText":"lizardmen magic item the focused rumination draft 1.5.2.1","type":"magic-item","body":""},"2247":{"id":"lizardmen/magic-item/totem-of-prophecy","path":"lizardmen/magic-item/totem-of-prophecy","title":"Totem of Prophecy","pathText":"lizardmen magic item totem of prophecy","type":"magic-item","body":"Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule. Fear"},"2248":{"id":"lizardmen/magic-item/totem-of-prophecy-draft-1.5.2.1","path":"lizardmen/magic-item/totem-of-prophecy-draft-1.5.2.1","title":"Totem Of Prophecy","pathText":"lizardmen magic item totem of prophecy draft 1.5.2.1","type":"magic-item","body":"A unit carrying the Totem of Prophecy gains the Fear special rule."},"2249":{"id":"lizardmen/magic-item/transcendent-healing","path":"lizardmen/magic-item/transcendent-healing","title":"Transcendent Healing","pathText":"lizardmen magic item transcendent healing","type":"magic-item","body":"By force of will alone, the Slann heals the wounds inflicted upon its body. This character gains the Regeneration (5+) special rule. Regeneration (X+)"},"2250":{"id":"lizardmen/magic-item/transcendent-healing-draft-1.5.2.1","path":"lizardmen/magic-item/transcendent-healing-draft-1.5.2.1","title":"Transcendent Healing","pathText":"lizardmen magic item transcendent healing draft 1.5.2.1","type":"magic-item","body":"This character gains the Regeneration (5+) special rule."},"2251":{"id":"lizardmen/magic-item/venom-of-the-firefly-frog","path":"lizardmen/magic-item/venom-of-the-firefly-frog","title":"Venom of the Firefly Frog","pathText":"lizardmen magic item venom of the firefly frog","type":"magic-item","body":"Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model's mount (should it have one). The Combat Phase Poisoned Attacks Flaming Attacks"},"2252":{"id":"lizardmen/magic-item/venom-of-the-firefly-frog-draft-1.5.2.1","path":"lizardmen/magic-item/venom-of-the-firefly-frog-draft-1.5.2.1","title":"Venom Of The Firefly Frog","pathText":"lizardmen magic item venom of the firefly frog draft 1.5.2.1","type":"magic-item","body":"All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Magical Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one)."},"2253":{"id":"lizardmen/magic-item/wandering-deliberations","path":"lizardmen/magic-item/wandering-deliberations","title":"Wandering Deliberations","pathText":"lizardmen magic item wandering deliberations","type":"magic-item","body":"The wandering mind of the Slann reflects upon the nature of many and varied magical disciplines. Instead of generating spells normally, this character knows four signature spells, chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard one of these signature spells in favour of a spell from the Lore of Lustria. Battle Magic Daemonology Dark Magic Elementalism High Magic Illusion Necromancy Lore of Lustria"},"2254":{"id":"lizardmen/magic-item/wandering-deliberations-draft-1.5.2.1","path":"lizardmen/magic-item/wandering-deliberations-draft-1.5.2.1","title":"Wandering Deliberations","pathText":"lizardmen magic item wandering deliberations draft 1.5.2.1","type":"magic-item","body":"Instead of generating spells normally, this character knows five signature spells chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard up to two of these signature spells in favour of up to two spells from the Lore of Lustria."},"2255":{"id":"lizardmen/magic-lore/lore-of-lustria","path":"lizardmen/magic-lore/lore-of-lustria","title":"Lore of Lustria","pathText":"lizardmen magic lore lore of lustria","type":"magic-lore","body":"Lore of Lustria Monsoon Signature Spell Apotheosis Signature Spell Monsoon Apotheosis"},"2256":{"id":"lizardmen/magic-lore/lore-of-lustria-draft-1.5.2.1","path":"lizardmen/magic-lore/lore-of-lustria-draft-1.5.2.1","title":"Lore of Lustria","pathText":"lizardmen magic lore lore of lustria draft 1.5.2.1","type":"magic-lore","body":"Lore of Lustria A Wizard with the ‘Lore of Lustria’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Apotheosis Signature Spell Monsoon Signature Spell Apotheosis Monsoon"},"2257":{"id":"lizardmen/rule/aquatic","path":"lizardmen/rule/aquatic","title":"Aquatic","pathText":"lizardmen rule aquatic","type":"rule","body":"Many of Lustria's denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a 'water feature'. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature. Difficult Terrain Dangerous Terrain"},"2258":{"id":"lizardmen/rule/aquatic-draft-1.5.2.1","path":"lizardmen/rule/aquatic-draft-1.5.2.1","title":"Aquatic","pathText":"lizardmen rule aquatic draft 1.5.2.1","type":"rule","body":"Models with this special rule treat terrain designated as a ‘water feature’ as Open Ground. In addition, as long as at least 50% of the models in the unit are within a ‘water feature’ they benefit from partial cover. ‘Water features’ might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature."},"2259":{"id":"lizardmen/rule/arcane-configuration","path":"lizardmen/rule/arcane-configuration","title":"Arcane Configuration","pathText":"lizardmen rule arcane configuration","type":"rule","body":"If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6\" of an Engine of the Gods. Casting Roll, Casting Result & Casting Value"},"2260":{"id":"lizardmen/rule/arcane-shield","path":"lizardmen/rule/arcane-shield","title":"Arcane Shield","pathText":"lizardmen rule arcane shield","type":"rule","body":"Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered. Ward Saves"},"2261":{"id":"lizardmen/rule/arcane-shield-draft-1.5.2.1","path":"lizardmen/rule/arcane-shield-draft-1.5.2.1","title":"Arcane Shield","pathText":"lizardmen rule arcane shield draft 1.5.2.1","type":"rule","body":"This character has a 5+ Ward save against any wounds suffered."},"2262":{"id":"lizardmen/rule/arcane-vassal","path":"lizardmen/rule/arcane-vassal","title":"Arcane Vassal","pathText":"lizardmen rule arcane vassal","type":"rule","body":"Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12\" of this model may 'channel' a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model. Note that spells with a range of Self cannot be channelled in this way. Range 'Self' Spells"},"2263":{"id":"lizardmen/rule/arcane-vassal-draft-1.5.2.1","path":"lizardmen/rule/arcane-vassal-draft-1.5.2.1","title":"Arcane Vassal","pathText":"lizardmen rule arcane vassal draft 1.5.2.1","type":"rule","body":"Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 24\" of this model may ‘channel’ a spell through this model. If they do, the range (including the range to dispel unless it is a vortex), targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model."},"2264":{"id":"lizardmen/rule/ark-of-sotek","path":"lizardmen/rule/ark-of-sotek","title":"Ark of Sotek","pathText":"lizardmen rule ark of sotek","type":"rule","body":"A Bastiladon equipped with an Ark of Sotek gains the following special rules: Slithering Serpents & Spawn of Sotek Slithering Serpents During the Command sub-phase of its turn, every enemy unit within D6\" of this model suffers 2D6 Strength 2 hits, each with an AP of -. Spawn of Sotek During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6\" of this model regains D3 lost Wounds. Slithering Serpents Spawn of Sotek Slithering Serpents Command Armour Piercing Spawn of Sotek Command"},"2265":{"id":"lizardmen/rule/ark-of-sotek-draft-1.5.2.1","path":"lizardmen/rule/ark-of-sotek-draft-1.5.2.1","title":"Ark Of Sotek","pathText":"lizardmen rule ark of sotek draft 1.5.2.1","type":"rule","body":"A Bastiladon equipped with an Ark of Sotek gains the following special rules: Slithering Serpents: During the Shooting phase, every enemy unit within D6\" of this model suffers 2D6 Strength 2 hits, each with an AP of - with the Poison Attacks special rule. Spawn of Sotek: During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6\" of this model regains D3 lost Wounds ."},"2266":{"id":"lizardmen/rule/beam-of-chotec","path":"lizardmen/rule/beam-of-chotec","title":"Beam of Chotec","pathText":"lizardmen rule beam of chotec","type":"rule","body":"This model can cast the following Bound spell, with a Power Level of 2: Type Magic Missile Casting Value 9+ Range 24\" The target enemy unit suffers 3D3 Strength 5 hits, each with an AP of -2. This Bound spell has the Flaming Attacks special rule. Bound Spells Magic Missiles Armour Piercing Flaming Attacks"},"2267":{"id":"lizardmen/rule/beast-handlers","path":"lizardmen/rule/beast-handlers","title":"Beast Handlers","pathText":"lizardmen rule beast handlers","type":"rule","body":"Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit."},"2268":{"id":"lizardmen/rule/beast-handlers-draft-1.5.2.1","path":"lizardmen/rule/beast-handlers-draft-1.5.2.1","title":"Beast Handlers","pathText":"lizardmen rule beast handlers draft 1.5.2.1","type":"rule","body":"Each war beast in a unit with this special rule is accompanied by a number of models representing its handlers. As long as any handlers remain, the war beast ignores the Undisciplined special rule. During deployment, position these models anywhere within 1” of the war beasts. If the handlers are found to be blocking movement or line of sight, simply move them aside. In combat, each handler adds its attacks to those of the war beasts. If there are multiple war beasts in combat, the additional attacks from the handlers are distributed as evenly as possible among the war beasts. If a war beast suffers an unsaved wound from any source, roll a D6. On a roll of 1-4 a war beast loses a Wound, but on a roll of 5+ one of the handlers is removed instead. If all war beasts are removed from play, so are the handlers."},"2269":{"id":"lizardmen/rule/blood-frenzy","path":"lizardmen/rule/blood-frenzy","title":"Blood Frenzy","pathText":"lizardmen rule blood frenzy","type":"rule","body":"Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model's rider does not gain a +1 modifier to their Attacks characteristic. Frenzy"},"2270":{"id":"lizardmen/rule/blood-frenzy-draft-1.5.2.1","path":"lizardmen/rule/blood-frenzy-draft-1.5.2.1","title":"Blood Frenzy","pathText":"lizardmen rule blood frenzy draft 1.5.2.1","type":"rule","body":"When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic."},"2271":{"id":"lizardmen/rule/burning-alignment","path":"lizardmen/rule/burning-alignment","title":"Burning Alignment","pathText":"lizardmen rule burning alignment","type":"rule","body":"This model can cast the following Bound spell, with a Power Level of 3: Type Magic Missile Casting Value 8+ Range 15\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule. Bound Spells Magic Missiles Armour Piercing Flaming Attacks"},"2272":{"id":"lizardmen/rule/chameleon-draft-1.5.2.1","path":"lizardmen/rule/chameleon-draft-1.5.2.1","title":"Chameleon","pathText":"lizardmen rule chameleon draft 1.5.2.1","type":"rule","body":"Any enemy model that shoots at a unit with this rule suffers an additional -1 To Hit modifier."},"2273":{"id":"lizardmen/rule/cleaving-blow-draft-1.5.2.1","path":"lizardmen/rule/cleaving-blow-draft-1.5.2.1","title":"Cleaving Blow","pathText":"lizardmen rule cleaving blow draft 1.5.2.1","type":"rule","body":"If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow.’ Enemy models whose troop type is ‘regular infantry,’ ‘heavy infantry,’ ‘light cavalry,’ ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used."},"2274":{"id":"lizardmen/rule/cold-blooded","path":"lizardmen/rule/cold-blooded","title":"Cold Blooded","pathText":"lizardmen rule cold blooded","type":"rule","body":"To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result. Fear Panic Tests Terror"},"2275":{"id":"lizardmen/rule/cold-blooded-draft-1.5.2.1","path":"lizardmen/rule/cold-blooded-draft-1.5.2.1","title":"Cold Blooded","pathText":"lizardmen rule cold blooded draft 1.5.2.1","type":"rule","body":"When required to make a Leadership or Break Test, models with this special rule may roll an extra D6 and discard the highest result."},"2276":{"id":"lizardmen/rule/drop-rocks","path":"lizardmen/rule/drop-rocks","title":"Drop Rocks","pathText":"lizardmen rule drop rocks","type":"rule","body":"Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a 'Drop Rocks' attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit's movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it. Fly (X) Remaining Moves"},"2277":{"id":"lizardmen/rule/drop-rocks-draft-1.5.2.1","path":"lizardmen/rule/drop-rocks-draft-1.5.2.1","title":"Drop Rocks","pathText":"lizardmen rule drop rocks draft 1.5.2.1","type":"rule","body":"Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -1, for each model in this unit that moved over it."},"2278":{"id":"lizardmen/rule/engine-of-the-gods","path":"lizardmen/rule/engine-of-the-gods","title":"Engine of the Gods","pathText":"lizardmen rule engine of the gods","type":"rule","body":"An Ancient Stegadon equipped with an Engine of the Gods gains the following special rules: Arcane Configuration & Burning Alignment Arcane Configuration If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6\" of an Engine of the Gods. Burning Alignment This model can cast the following Bound spell, with a Power Level of 3: Type Magic Missile Casting Value 8+ Range 15\" The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule. Arcane Configuration Burning Alignment Arcane Configuration Casting Roll, Casting Result & Casting Value Burning Alignment Bound Spells Magic Missiles Armour Piercing Flaming Attacks"},"2279":{"id":"lizardmen/rule/engine-of-the-gods-draft-1.5.2.1","path":"lizardmen/rule/engine-of-the-gods-draft-1.5.2.1","title":"Engine Of The Gods","pathText":"lizardmen rule engine of the gods draft 1.5.2.1","type":"rule","body":"An Ancient Stegadon equipped with an Engine of the Gods gains the following special rules: Arcane Configuration: Friendly models that cast a Bound spell whilst within 12\" of one or more Engine of the Gods may apply a +1 modifier to the Casting roll. An Engine of the Gods can cast the following Bound spells, with a Power Level of 2: Burning Alignment: Type: Magic Missile Casting Value: 9+ Range: 15\" Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule. Portent of Warding Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 12\" of this model gains a 6+ Ward save against any wounds suffered. However, if this model casts the Burning Alignment Bound spell, this Bound spell will immediately expire."},"2280":{"id":"lizardmen/rule/great-horns-draft-1.5.2.1","path":"lizardmen/rule/great-horns-draft-1.5.2.1","title":"Great Horns","pathText":"lizardmen rule great horns draft 1.5.2.1","type":"rule","body":"When this model makes Impact Hits, the hits are resolved with an Armour Piercing characteristic of -3"},"2281":{"id":"lizardmen/rule/guardians","path":"lizardmen/rule/guardians","title":"Guardians","pathText":"lizardmen rule guardians","type":"rule","body":"Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3\" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character. The Shooting Phase Command Range"},"2282":{"id":"lizardmen/rule/guardians-draft-1.5.2.1","path":"lizardmen/rule/guardians-draft-1.5.2.1","title":"Guardians","pathText":"lizardmen rule guardians draft 1.5.2.1","type":"rule","body":"This unit may be joined by a character with the Palanquin special rule. In addition, any model in a unit of Temple Guard that contains a Slann Mage-Priest can issue and accept challenges in the same manner as a character."},"2283":{"id":"lizardmen/rule/impervious-defence","path":"lizardmen/rule/impervious-defence","title":"Impervious Defence","pathText":"lizardmen rule impervious defence","type":"rule","body":"A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model's flank or rear arc."},"2284":{"id":"lizardmen/rule/impervious-defence-draft-1.5.2.1","path":"lizardmen/rule/impervious-defence-draft-1.5.2.1","title":"Impervious Defence","pathText":"lizardmen rule impervious defence draft 1.5.2.1","type":"rule","body":"Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc."},"2285":{"id":"lizardmen/rule/obsidian-blades","path":"lizardmen/rule/obsidian-blades","title":"Obsidian Blades","pathText":"lizardmen rule obsidian blades","type":"rule","body":"Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Armour Piercing Hand Weapon"},"2286":{"id":"lizardmen/rule/obsidian-blades-draft-1.5.2.1","path":"lizardmen/rule/obsidian-blades-draft-1.5.2.1","title":"Obsidian Blades","pathText":"lizardmen rule obsidian blades draft 1.5.2.1","type":"rule","body":"A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply."},"2287":{"id":"lizardmen/rule/palanquin-draft-1.5.2.1","path":"lizardmen/rule/palanquin-draft-1.5.2.1","title":"Palanquin","pathText":"lizardmen rule palanquin draft 1.5.2.1","type":"rule","body":"This character may join a unit with the Guardians special rule despite having the Fly special rule. As long as the front rank has a minimum of 4 models they must be placed in the second rank. However, they continue to confer benefits to the unit in the form of Leadership and Special Rules. As long as this model is not in base to base contact with an enemy model, they do not count as being in a fighting rank and they may cast and dispel as normal, even if its unit is engaged in Combat. However, it may not cast Assailment spells. If the model with this rule is unable to fit neatly into the unit, count its base size as if it were on the correct base size for all purposes for as long as it remains in the unit. IE: a Mage-Priest (50mm x 50mm) counts as having a base of 60mm x 60mm when it joins a unit of Temple Guard (30mm x 30mm). To achieve this, you may use a spacer, or simply leave room to either side of its base on the movement tray so that rear ranks can close around it correctly."},"2288":{"id":"lizardmen/rule/predatory-fighter-draft-1.5.2.1","path":"lizardmen/rule/predatory-fighter-draft-1.5.2.1","title":"Predatory Fighter","pathText":"lizardmen rule predatory fighter draft 1.5.2.1","type":"rule","body":"A model with this special rule (but not its mount) generates one additional Attack on any natural roll of a 6 made when rolling To Hit in close combat. Roll To Hit and To Wound for this additional Attack as normal. Additional Attacks generated by this special rule cannot themselves generate further Attacks."},"2289":{"id":"lizardmen/rule/primeval-roar","path":"lizardmen/rule/primeval-roar","title":"Primeval Roar","pathText":"lizardmen rule primeval roar","type":"rule","body":"The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones' favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7\" of this model gain the Furious Charge special rule. Command Leadership Tests Furious Charge"},"2290":{"id":"lizardmen/rule/primeval-roar-draft-1.5.2.1","path":"lizardmen/rule/primeval-roar-draft-1.5.2.1","title":"Primeval Roar","pathText":"lizardmen rule primeval roar draft 1.5.2.1","type":"rule","body":"Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units with the Predatory Fighter special rule within 8\" of this model gain an additional attack on any successful To Hit roll of a 5 or a 6 until the end of the turn."},"2291":{"id":"lizardmen/rule/skink-riders-draft-1.5.2.1","path":"lizardmen/rule/skink-riders-draft-1.5.2.1","title":"Skink Riders","pathText":"lizardmen rule skink riders draft 1.5.2.1","type":"rule","body":"Blessed by Itzl, skinks are cunning riders, and let their ferocious mounts do the brunt of the fighting Attacks made against this unit are resolved against the weapon skill of the rider, the crew, or monster, whichever is higher."},"2292":{"id":"lizardmen/rule/skirmish-screen","path":"lizardmen/rule/skirmish-screen","title":"Skirmish Screen","pathText":"lizardmen rule skirmish screen","type":"rule","body":"In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit's move would result in it ending up 'on top' of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1\" of one or more of the unit's models as a part of the unit for the purposes of unit coherency. Skirmish Formation Coherency"},"2293":{"id":"lizardmen/rule/skirmish-screen-draft-1.5.2.1","path":"lizardmen/rule/skirmish-screen-draft-1.5.2.1","title":"Skirmish Screen","pathText":"lizardmen rule skirmish screen draft 1.5.2.1","type":"rule","body":"A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1\" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency."},"2294":{"id":"lizardmen/rule/slithering-serpents","path":"lizardmen/rule/slithering-serpents","title":"Slithering Serpents","pathText":"lizardmen rule slithering serpents","type":"rule","body":"During the Command sub-phase of its turn, every enemy unit within D6\" of this model suffers 2D6 Strength 2 hits, each with an AP of -. Command Armour Piercing"},"2295":{"id":"lizardmen/rule/solar-engine","path":"lizardmen/rule/solar-engine","title":"Solar Engine","pathText":"lizardmen rule solar engine","type":"rule","body":"A Bastiladon equipped with a Solar Engine gains the following special rules: Solar Radiance & Beam of Chotec Solar Radiance Whilst within 6\" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic. Beam of Chotec This model can cast the following Bound spell, with a Power Level of 2: Type Magic Missile Casting Value 9+ Range 24\" The target enemy unit suffers 3D3 Strength 5 hits, each with an AP of -2. This Bound spell has the Flaming Attacks special rule. Solar Radiance Beam of Chotec Solar Radiance Cold Blooded Beam of Chotec Bound Spells Magic Missiles Armour Piercing Flaming Attacks"},"2296":{"id":"lizardmen/rule/solar-radiance","path":"lizardmen/rule/solar-radiance","title":"Solar Radiance","pathText":"lizardmen rule solar radiance","type":"rule","body":"Whilst within 6\" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic. Cold Blooded"},"2297":{"id":"lizardmen/rule/spawn-kin-draft-1.5.2.1","path":"lizardmen/rule/spawn-kin-draft-1.5.2.1","title":"Spawn-Kin","pathText":"lizardmen rule spawn kin draft 1.5.2.1","type":"rule","body":"When a unit of Skink Cohorts that includes Kroxigor deploys or reforms, the Kroxigor must be placed in the unit’s second rank, as close to the centre of the rank as possible. If there is not enough room in the second rank for all Kroxigor models to fit, any remaining models are placed in the immediate ranks behind and in contact with another Kroxigor. If at any time there are not enough models in the unit to form a second rank, the Kroxigors must immediately join the front rank. Kroxigor that have joined a unit of Skinks are affected by enemy shooting in the same way as described under Enemy Shooting (Characters) Rulebook, p.209. In combat, if a Kroxigor is in base contact with a Skink of its own unit which in turn is in base contact with an enemy model, then the Kroxigor too is counted as being in base contact with that enemy model and vice versa. Therefore, the Kroxigor is part of the fighting rank, and both the Kroxigor and enemy model can direct their full number of attacks against, or divide them between any models that they are in base contact with in this way. However, Kroxigor can only have Impact Hits or Stomp Attacks directed against them if there are fewer than five rank and file Skink models in the unit. A Kroxigor that is not in base contact with an enemy model in this way, but is in base contact with a Skink model in a fighting rank that can fight, may make a single attack. Wounds inflicted on the Kroxigor are lost by a single model until its Wounds characteristic is reduced to zero. Wounds are then lost by the next Kroxigor, and so on. Excess wounds inflicted upon the Skink unit do not 'spill over' onto the Kroxigor that have joined it, and vice versa."},"2298":{"id":"lizardmen/rule/spawn-of-sotek","path":"lizardmen/rule/spawn-of-sotek","title":"Spawn of Sotek","pathText":"lizardmen rule spawn of sotek","type":"rule","body":"During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6\" of this model regains D3 lost Wounds. Command"},"2299":{"id":"lizardmen/rule/toad-rage","path":"lizardmen/rule/toad-rage","title":"Toad Rage","pathText":"lizardmen rule toad rage","type":"rule","body":"Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (+1) special rule, and may re-roll any roll To Hit of a natural 1. Scouts Extra Attacks (+X)"},"2300":{"id":"lizardmen/rule/toad-rage-draft-1.5.2.1","path":"lizardmen/rule/toad-rage-draft-1.5.2.1","title":"Toad Rage","pathText":"lizardmen rule toad rage draft 1.5.2.1","type":"rule","body":"Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1), and the Hatred (blot toad marker) special rules"},"2301":{"id":"lizardmen/rule/wisdom-of-the-old-ones-draft-1.5.2.1","path":"lizardmen/rule/wisdom-of-the-old-ones-draft-1.5.2.1","title":"Wisdom of the Old Ones","pathText":"lizardmen rule wisdom of the old ones draft 1.5.2.1","type":"rule","body":"Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Casting Roll. This ability may not be used to re-roll a Miscast. In addition, it knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry."},"2302":{"id":"lizardmen/spell/apotheosis","path":"lizardmen/spell/apotheosis","title":"Apotheosis","pathText":"lizardmen spell apotheosis","type":"spell","body":"Waves of pure magic infuse the caster's ally, healing their wounds and giving them a palpable aura of power and dread. Type Enchantment Casting Value 10+/12+ Range 24\" This spell can only target friendly characters whose troop type is infantry or cavalry, but may target characters engaged in combat. If this spell is cast with a casting result of 10 or more, the target friendly model immediately regains D3 lost Wounds. If this spell is cast with a casting result of 12 or more, the target friendly model immediately regains D3+1 lost Wounds. In addition, the target friendly character gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Enchantment Infantry Cavalry Fear Terror"},"2303":{"id":"lizardmen/spell/apotheosis-draft-1.5.2.1","path":"lizardmen/spell/apotheosis-draft-1.5.2.1","title":"Apotheosis","pathText":"lizardmen spell apotheosis draft 1.5.2.1","type":"spell","body":"Type Enchantment Casting Value 8+/10+ Range 24\" This spell can only target friendly characters but may target characters engaged in combat. If this spell is cast with a casting result of 8 or more, the target friendly model immediately regains 1 lost Wound. If this spell is cast with a casting result of 10 or more, the target friendly model immediately regains D3 lost Wounds. In addition, the target friendly character gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Enchantment"},"2304":{"id":"lizardmen/spell/monsoon","path":"lizardmen/spell/monsoon","title":"Monsoon","pathText":"lizardmen spell monsoon","type":"spell","body":"Without warning, an eight-winded storm breaks about the foe. Torrential rain drenches weapons and armour, loosening bowstrings and soaking black powder. Type Magical Vortex Casting Value 8+ Range 15\" Remains in Play. Place a large (5\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. The template moves D6\" in a random direction during every Start of Turn sub-phase. Any enemy unit the moving template touches or moves over becomes 'drenched' for the remainder of the game. A drenched unit suffers a -1 To Hit modifier during the Shooting phase. A drenched model whose troop type is 'war machine' must roll a D6 before shooting. On a roll of 1, the model fails to shoot this turn. Magical Vortex Remains in Play Dangerous Terrain Start of Turn The Shooting Phase"},"2305":{"id":"lizardmen/spell/monsoon-draft-1.5.2.1","path":"lizardmen/spell/monsoon-draft-1.5.2.1","title":"Monsoon","pathText":"lizardmen spell monsoon draft 1.5.2.1","type":"spell","body":"Type Magical Vortex Casting Value 10+ Range 18\" Remains in play. Place a large (5\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as a ‘water feature’ that is dangerous terrain over which no line of sight can be drawn. During every Start of Turn sub-phase the template may move D6\" in a direction of the caster’s choosing. Any enemy unit that moves through the template, or that the template moves over becomes 'drenched' for as long as this spell remains in play . A drenched unit suffers a -1 To Hit modifier during the Shooting phase. A drenched model whose troop type is ‘war machine’ must roll a D6 before shooting. On a roll of 3 or less the model fails to shoot this turn. Magical Vortex"},"2306":{"id":"lizardmen/unit/ancient-stegadon","path":"lizardmen/unit/ancient-stegadon","title":"Ancient Stegadon","pathText":"lizardmen unit ancient stegadon","type":"unit","body":"An Ancient Stegadon may be included in your army as a character's mount. If so, its points are added to that of its rider. Note that, because it has the Howdah special rule, an Ancient Stegadon is considered to be a chariot mount, rather than a ridden monster. Ancient Stegadon Skink Crew (x5) Cost 230 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Behemoth Unit Category Monster Equipment Ancient Stegadon: Great horns and giant bow Skink Crew: Hand weapons and javelins Special Rules Close Order Cold Blooded Howdah Immune to Psychology Impact Hits (D3+1) Large Target Poisoned Attacks (javelins only) Stomp Attacks (D3+2) Stubborn Terror Options An Ancient Stegadon may replace its giant bow with: Giant blowpipes (Free) Engine of the Gods (+25 points) Optional Rules Giant Blowpipes Engine of the Gods Behemoths Monsters Great Horns Giant Bow Hand Weapon Javelin Close Order Close Order Cold Blooded Cold Blooded Howdah Howdah Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Poisoned Attacks Poisoned Attacks Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Giant Bow Giant Blowpipes Engine of the Gods Giant Blowpipes Giant Blowpipes Engine of the Gods Engine of the Gods"},"2307":{"id":"lizardmen/unit/ancient-stegadon-draft-1.5.2.1","path":"lizardmen/unit/ancient-stegadon-draft-1.5.2.1","title":"Ancient Stegadon","pathText":"lizardmen unit ancient stegadon draft 1.5.2.1","type":"unit","body":"Ancient Stegadon Skink Crew (x5) Cost 210 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ (Stegadon) 3+ (Stegadon Ancient) Type Stegadons Troop Type Behemoth Unit Category Monster Equipment Great horns giant bow Hand weapons javelins Special Rules Close Order Cold Blooded Great Horns Howdah Immune to Psychology Impact Hits (D3+1) Large Target Poisoned Attacks (javelins only) Skink Riders Stomp Attacks (D3+2) Stubborn Terror A Stegadon or Ancient Stegadon may be included in your army as a character’s mount. If so, its points are added to that of its rider. Options A Stegadon may replace its giant bow with giant blowpipes (Free) An Ancient Stegadon may replace its giant bow with: Giant blowpipes (Free), Engine of the Gods (+35) Behemoths Monsters Great horns Great horns Giant bow Giant bow Hand Weapon Javelin Close Order Cold Blooded Cold Blooded Great Horns Great Horns Howdah Immune to Psychology Impact Hits (X) Large Target Poisoned Attacks Skink Riders Skink Riders Stomp Attacks (X) Stubborn Terror Stegadon Ancient Stegadon"},"2308":{"id":"lizardmen/unit/bastiladon","path":"lizardmen/unit/bastiladon","title":"Bastiladon","pathText":"lizardmen unit bastiladon","type":"unit","body":"Bastiladon Skink Crew (x3) Cost 160 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Monstrous Creature Unit Category Monster Equipment Bastiladon: Thunderous bludgeon and Ark of Sotek Skink Crew: Hand weapons and javelins Special Rules Close Order Cold Blooded Immune to Psychology Impact Hits (D3) Impervious Defence Large Target Poisoned Attacks (javelins only) Stomp Attacks (D3+1) Stubborn Terror Options A Bastiladon may: Replace its Ark of Sotek with a Solar Engine (+15 points) Add a fourth Skink crew member (+5 points) Optional Rules Solar Engine Monstrous Creatures Monsters Thunderous Bludgeon Ark of Sotek Hand Weapon Javelin Close Order Close Order Cold Blooded Cold Blooded Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Impervious Defence Impervious Defence Large Target Large Target Poisoned Attacks Poisoned Attacks Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Ark of Sotek Solar Engine Solar Engine Solar Engine"},"2309":{"id":"lizardmen/unit/bastiladon-draft-1.5.2.1","path":"lizardmen/unit/bastiladon-draft-1.5.2.1","title":"Bastiladon","pathText":"lizardmen unit bastiladon draft 1.5.2.1","type":"unit","body":"Bastiladon Skink Crew (x3) Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Type Bastiladon Troop Type Monstrous Creature Unit Category Monster Equipment Thunderous bludgeon Ark of Sotek Hand weapons javelins Special Rules Close Order Cold Blooded Immune to Psychology Impact Hits (D3) Impervious Defence Large Target Poisoned Attacks (javelins only) Stomp Attacks (D3+1) Skink Riders Stubborn Terror Monstrous Creatures Monsters Thunderous bludgeon Thunderous bludgeon Ark Of Sotek Hand Weapon Javelin Close Order Cold Blooded Cold Blooded Immune to Psychology Impact Hits (X) Impervious Defence Impervious Defence Large Target Poisoned Attacks Stomp Attacks (X) Skink Riders Skink Riders Stubborn Terror"},"2310":{"id":"lizardmen/unit/carnosaur","path":"lizardmen/unit/carnosaur","title":"Carnosaur","pathText":"lizardmen unit carnosaur","type":"unit","body":"A Carnosaur may only be included in your army as a character's mount. Its points are added to that of its rider. Carnosaur Cost Override +170 points Base Size 50 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Slashing talons scaly skin (counts as heavy armour) Special Rules Blood Frenzy Close Order Cold Blooded Large Target Stomp Attacks (2) Swiftstride Terror Behemoths Monsters Slashing Talons (Lizardmen) Slashing Talons (Lizardmen) Heavy Armour Heavy Armour Blood Frenzy Blood Frenzy Close Order Close Order Cold Blooded Cold Blooded Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2311":{"id":"lizardmen/unit/carnosaur-draft-1.5.2.1","path":"lizardmen/unit/carnosaur-draft-1.5.2.1","title":"Carnosaur","pathText":"lizardmen unit carnosaur draft 1.5.2.1","type":"unit","body":"Carnosaur Cost +170 Base Size 50 x 100 mm Unit Size 1 Type Carnosaur Troop Type Behemoth Unit Category Monster Equipment Slashing talons scaly skin (counts as heavy armour) Special Rules Blood Frenzy Close Order Cold Blooded Large Target Predatory Fighter Stomp Attacks (2) Swiftstride Terror A Carnosaur may only be included in your army as a character’s mount. Its points are added to that of its rider. Behemoths Monsters Slashing talons Slashing talons Heavy Armour Blood Frenzy Blood Frenzy Close Order Cold Blooded Cold Blooded Large Target Predatory Fighter Predatory Fighter Stomp Attacks (X) Swiftstride Terror"},"2312":{"id":"lizardmen/unit/chameleon-skinks","path":"lizardmen/unit/chameleon-skinks","title":"Chameleon Skinks","pathText":"lizardmen unit chameleon skinks","type":"unit","body":"Chameleon Skink Patrol Leader Cost 11 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons blowpipes calloused hides (counts as light armour) Special Rules Cold Blooded Evasive Move Through Cover Scouts Skirmishers Options Any unit may upgrade one model to a Patrol Leader (champion) (+6 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Blowpipe Blowpipe Light Armour Light Armour Cold Blooded Cold Blooded Evasive Evasive Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation"},"2313":{"id":"lizardmen/unit/chameleon-skinks-draft-1.5.2.1","path":"lizardmen/unit/chameleon-skinks-draft-1.5.2.1","title":"Chameleon Skinks","pathText":"lizardmen unit chameleon skinks draft 1.5.2.1","type":"unit","body":"Chameleon Skink Patrol Leader Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Chameleon Skinks Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons blowpipes calloused hides (counts as light armour) Special Rules Aquatic Ambushers Chameleon Cold Blooded Evasive Fire & Flee Loner Move through Cover Scouts Skirmishers Options Any unit may upgrade one model to a Patrol Leader (champion) (+6) Regular Infantry Infantry Hand Weapon Blowpipe Light Armour Aquatic Aquatic Ambushers Chameleon Chameleon Cold Blooded Cold Blooded Evasive Fire & Flee Loner Move Through Cover Scouts Skirmishers"},"2314":{"id":"lizardmen/unit/cold-one-draft-1.5.2.1","path":"lizardmen/unit/cold-one-draft-1.5.2.1","title":"Cold One","pathText":"lizardmen unit cold one draft 1.5.2.1","type":"unit","body":"Cold One Cost +18 Base Size 30 x 60 mm Unit Size 1 Type Cold One Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws and teeth (counts as a hand weapon) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Counter-Charge Fear Stupidity Swiftstride Heavy Cavalry Cavalry Hand Weapon Armour Bane (X) Armoured Hide (X) Counter Charge Fear Stupidity Swiftstride"},"2315":{"id":"lizardmen/unit/cold-one-lizardmen","path":"lizardmen/unit/cold-one-lizardmen","title":"Cold One (Lizardmen)","pathText":"lizardmen unit cold one lizardmen","type":"unit","body":"Cold One Cost Override +18 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Claws teeth (counts as a hand weapon) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Fear Stupidity Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Fear Fear Stupidity Stupidity Swiftstride Swiftstride"},"2316":{"id":"lizardmen/unit/cold-one-riders","path":"lizardmen/unit/cold-one-riders","title":"Cold One Riders","pathText":"lizardmen unit cold one riders","type":"unit","body":"Cold One Rider Pack Leader Cold One Cost 34 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Cold One Riders: Hand weapons, scaly skin (counts as heavy armour) and shields Cold Ones: Claws and teeth (counts as a hand weapon) Special Rules Armour Bane (1, Cold One only) Armoured Hide (1) Close Order Cold Blooded Fear Obsidian Blades Stupidity Swiftstride Options The entire unit may take cavalry spears (+1 point per model) Any unit may: Upgrade one model to a Pack Leader (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Have the Drilled special rule (+2 points per model) Purchase a magic standard worth up to 50 points A Pack Leader may purchase magic items up to a total of 25 points Optional Rules Drilled Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Close Order Close Order Cold Blooded Cold Blooded Fear Fear Obsidian Blades Obsidian Blades Stupidity Stupidity Swiftstride Swiftstride Cavalry Spear Drilled Drilled Drilled"},"2317":{"id":"lizardmen/unit/cold-one-riders-draft-1.5.2.1","path":"lizardmen/unit/cold-one-riders-draft-1.5.2.1","title":"Cold One Riders","pathText":"lizardmen unit cold one riders draft 1.5.2.1","type":"unit","body":"Cold One Rider Pack Leader Cold One Cost 34 Base Size 30 x 60 mm Unit Size 4+ Type Cold One Riders Troop Type Heavy Cavalry Unit Category Cavalry Equipment Hand weapons cavalry spears shields Claws and teeth (counts as hand weapons) Special Rules Armour Bane (1, Cold One only) Armoured Hide (3) Close Order Counter Charge Cold Blooded Fear Obsidian Blades Predatory Fighter (Rider and Pack Leader only) Stupidity Swiftstride Options Any unit may: Upgrade one model to a Pack Leader (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Take light armour (+4/model), Have the Drilled special rule (+2/model), Purchase a magic standard worth up to 50 points A Pack Leader may purchase magic items up to a total of 25 points Heavy Cavalry Cavalry Hand Weapon Cavalry Spear Shield Hand Weapon Armour Bane (X) Armoured Hide (X) Close Order Counter Charge Cold Blooded Cold Blooded Fear Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Stupidity Swiftstride"},"2318":{"id":"lizardmen/unit/jungle-swarms","path":"lizardmen/unit/jungle-swarms","title":"Jungle Swarms","pathText":"lizardmen unit jungle swarms","type":"unit","body":"Jungle Swarm Cost 40 Base Size 40 x 40 mm Unit Size 3+ Troop Type Swarm Unit Category Infantry Equipment Hand weapons Special Rules Cold Blooded Immune to Psychology Loner Move Through Cover Poisoned Attacks Skirmishers Unbreakable Vanguard Swarms Infantry Hand Weapon Hand Weapon Cold Blooded Cold Blooded Immune to Psychology Immune to Psychology Loner Loner Move Through Cover Move Through Cover Poisoned Attacks Poisoned Attacks Skirmish Formation Skirmish Formation Unbreakable Unbreakable Vanguard Vanguard"},"2319":{"id":"lizardmen/unit/jungle-swarms-draft-1.5.2.1","path":"lizardmen/unit/jungle-swarms-draft-1.5.2.1","title":"Jungle Swarms","pathText":"lizardmen unit jungle swarms draft 1.5.2.1","type":"unit","body":"Jungle Swarms Cost 40 Base Size 40 x 40 mm Unit Size 3+ Type Jungle Swarms Troop Type Swarms Unit Category Infantry Equipment Hand weapons Special Rules Cold Blooded Immune to Psychology Loner Move through Cover Poisoned Attacks Skirmishers Unbreakable Vanguard Swarms Infantry Hand Weapon Cold Blooded Cold Blooded Immune to Psychology Loner Move Through Cover Poisoned Attacks Skirmishers Unbreakable Vanguard"},"2320":{"id":"lizardmen/unit/kroxigor","path":"lizardmen/unit/kroxigor","title":"Kroxigor","pathText":"lizardmen unit kroxigor","type":"unit","body":"Kroxigor Ancient Cost 49 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Great weapons scaly skin (counts as heavy armour) Special Rules Aquatic Close Order Cold Blooded Fear Skirmish Screen Options Any unit may upgrade one model to an Ancient (champion) (+7 points per unit) Monstrous Infantry Infantry Great Weapon Great Weapon Heavy Armour Heavy Armour Aquatic Aquatic Close Order Close Order Cold Blooded Cold Blooded Fear Fear Skirmish Screen Skirmish Screen"},"2321":{"id":"lizardmen/unit/kroxigor-draft-1.5.2.1","path":"lizardmen/unit/kroxigor-draft-1.5.2.1","title":"Kroxigor","pathText":"lizardmen unit kroxigor draft 1.5.2.1","type":"unit","body":"Kroxigor Ancient Cost 49 Base Size 40 x 40 mm min, 50 x 50 mm max Unit Size 3+ Type Kroxigor Troop Type Monstrous Infantry Unit Category Infantry Equipment Great weapons plated carapace (counts as full plate) Special Rules Aquatic Close Order Cold Blooded Fear Predatory Fighter Skirmish Screen Options Any unit may upgrade one model to an Ancient (champion) (+7) Monstrous Infantry Infantry Great Weapon Full Plate Armour Aquatic Aquatic Close Order Cold Blooded Cold Blooded Fear Predatory Fighter Predatory Fighter Skirmish Screen Skirmish Screen"},"2322":{"id":"lizardmen/unit/razordon-pack","path":"lizardmen/unit/razordon-pack","title":"Razordon Pack","pathText":"lizardmen unit razordon pack","type":"unit","body":"When writing your muster list, a Razordon Pack must contain at least three Skink handlers for every one Razordon. Skink Handler Razordon Cost Override 5 points per Skink Handler, 60 points per Razordon Base Size 25 x 25 mm (Skink Handlers), 50 x 75 mm (Razordons) Unit Size 3+/1+ Troop Type Regular Infantry Troop Type War Beast Unit Category Infantry Equipment Skink Handlers: Hand weapons and calloused hides (counts as light armour) Razordons: Wicked claws, razor barbs and scaly skin (counts as heavy armour) Special Rules Aquatic Beast Handlers Cold Blooded Fear Skirmishers Regular Infantry War Beasts Infantry Hand Weapon Light Armour Wicked Claws Razor Barbs Heavy Armour Aquatic Aquatic Beast Handlers Beast Handlers Cold Blooded Cold Blooded Fear Fear Skirmish Formation Skirmish Formation"},"2323":{"id":"lizardmen/unit/razordon-packs-draft-1.5.2.1","path":"lizardmen/unit/razordon-packs-draft-1.5.2.1","title":"Razordon Packs","pathText":"lizardmen unit razordon packs draft 1.5.2.1","type":"unit","body":"Razordon Cost 75 Base Size Unit Size 1 Type Razordon Packs Troop Type War Beasts Unit Category Cavalry Equipment Hand weapons Wicked claws razor barbs plated carapace (counts as full plate) Special Rules Aquatic Beast Handlers Cold Blooded Fear Skirmishers War Beasts Cavalry Hand Weapon Wicked claws Wicked claws Razor barbs Razor barbs Full Plate Armour Aquatic Aquatic Beast Handlers Beast Handlers Cold Blooded Cold Blooded Fear Skirmishers"},"2324":{"id":"lizardmen/unit/ripperdactyl","path":"lizardmen/unit/ripperdactyl","title":"Ripperdactyl","pathText":"lizardmen unit ripperdactyl","type":"unit","body":"Ripperdactyl Cost Override +35 points Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Claws teeth (counts as a hand weapon) Special Rules Armoured Hide (1) Cleaving Blow (Ripperdactyl only) Fear Fly (9) Furious Charge (Ripperdactyl only) Impetuous Swiftstride Toad Rage Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Cleaving Blow Cleaving Blow Fear Fear Fly (X) Fly (X) Furious Charge Furious Charge Impetuous Impetuous Swiftstride Swiftstride Toad Rage Toad Rage"},"2325":{"id":"lizardmen/unit/ripperdactyl-draft-1.5.2.1","path":"lizardmen/unit/ripperdactyl-draft-1.5.2.1","title":"Ripperdactyl","pathText":"lizardmen unit ripperdactyl draft 1.5.2.1","type":"unit","body":"Ripperdactyl Cost +35 Base Size 40 x 40 mm Unit Size 1 Type Ripperdactyl Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Wicked claws Special Rules Armoured Hide (1) Cleaving Blow (Ripperdactyl only) Fear Fly (9) Predatory Fighter (Ripperdactyl only) Impetuous Swiftstride Toad Rage Monstrous Cavalry Cavalry Wicked claws Wicked claws Armoured Hide (X) Cleaving Blow Cleaving Blow Fear Fly (X) Predatory Fighter Predatory Fighter Impetuous Swiftstride Toad Rage Toad Rage"},"2326":{"id":"lizardmen/unit/ripperdactyl-riders","path":"lizardmen/unit/ripperdactyl-riders","title":"Ripperdactyl Riders","pathText":"lizardmen unit ripperdactyl riders","type":"unit","body":"Ripperdactyl Rider Ripperdactyl Champion Ripperdactyl Cost 40 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Ripperdactyl Riders: Cavalry spears, calloused hides (counts as light armour) and shields Ripperdactyls: Claws and teeth (counts as a hand weapon) Special Rules Armoured Hide (1) Cleaving Blow (Ripperdactyl only) Cold Blooded Fear Fly (9) Furious Charge (Ripperdactyl only) Impetuous Skirmishers Swiftstride Toad Rage Options Any unit may upgrade one model to a Ripperdactyl Champion (+6 points per unit) Monstrous Cavalry Cavalry Cavalry Spear Light Armour Shield Hand Weapon Armoured Hide (X) Armoured Hide (X) Cleaving Blow Cleaving Blow Cold Blooded Cold Blooded Fear Fear Fly (X) Fly (X) Furious Charge Furious Charge Impetuous Impetuous Skirmish Formation Skirmish Formation Swiftstride Swiftstride Toad Rage Toad Rage"},"2327":{"id":"lizardmen/unit/ripperdactyl-riders-draft-1.5.2.1","path":"lizardmen/unit/ripperdactyl-riders-draft-1.5.2.1","title":"Ripperdactyl Riders","pathText":"lizardmen unit ripperdactyl riders draft 1.5.2.1","type":"unit","body":"Ripperdactyl Rider Ripperdactyl Champion Ripperdactyl Cost 40 Base Size 40 x 40 mm Unit Size 3+ Type Ripperdactyl Riders Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Cavalry spears shields Wicked claws Special Rules Armoured Hide (2) Cleaving Blow (Ripperdactyl only) Cold Blooded Counter Charge Fear Fly (9) Predatory Fighter (Ripperdactyl only) Impetuous Skink Riders Skirmishers Swiftstride Toad Rage Options Any unit may upgrade one model to a Ripperdactyl Champion (+6) A Champion may purchase magic items up to a total of 25 points Monstrous Cavalry Cavalry Cavalry Spear Shield Wicked claws Wicked claws Armoured Hide (X) Cleaving Blow Cleaving Blow Cold Blooded Cold Blooded Counter Charge Fear Fly (X) Predatory Fighter Predatory Fighter Impetuous Skink Riders Skink Riders Skirmishers Swiftstride Toad Rage Toad Rage Ripperdactyl"},"2328":{"id":"lizardmen/unit/salamander-pack","path":"lizardmen/unit/salamander-pack","title":"Salamander Pack","pathText":"lizardmen unit salamander pack","type":"unit","body":"When writing your muster list, a Salamander Pack must contain at least three Skink handlers for every one Salamander. Skink Handler Salamander Cost Override 5 points per Skink Handler, 75 points per Salamander Base Size 25 x 25 mm (Skink Handlers), 50 x 75 mm (Salamanders) Unit Size 3+/1+ Troop Type Regular Infantry Troop Type War Beast Unit Category Infantry Equipment Skink Handlers: Hand weapons and calloused hides (counts as light armour) Salamanders: Wicked claws, fiery breath and scaly skin (counts as heavy armour) Special Rules Aquatic Beast Handlers Cold Blooded Fear Skirmishers Regular Infantry War Beasts Infantry Hand Weapon Light Armour Wicked Claws Fiery Breath (Lizardmen) Heavy Armour Aquatic Aquatic Beast Handlers Beast Handlers Cold Blooded Cold Blooded Fear Fear Skirmish Formation Skirmish Formation"},"2329":{"id":"lizardmen/unit/salamander-packs-draft-1.5.2.1","path":"lizardmen/unit/salamander-packs-draft-1.5.2.1","title":"Salamander Packs","pathText":"lizardmen unit salamander packs draft 1.5.2.1","type":"unit","body":"Salamander Cost 65 Base Size Unit Size 1 Type Salamander Packs Troop Type War Beasts Unit Category Cavalry Equipment Hand weapons Wicked claws fiery breath plated carapace (counts as full plate) Special Rules Aquatic Beast Handlers Cold Blooded Fear Reserve Move Skirmishers War Beasts Cavalry Hand Weapon Wicked claws Wicked claws Fiery breath Fiery breath Full Plate Armour Aquatic Aquatic Beast Handlers Beast Handlers Cold Blooded Cold Blooded Fear Reserve Move Skirmishers"},"2330":{"id":"lizardmen/unit/saurus-oldblood","path":"lizardmen/unit/saurus-oldblood","title":"Saurus Oldblood","pathText":"lizardmen unit saurus oldblood","type":"unit","body":"Saurus Oldblood Cost 140 Base Size 30 x 30 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon scaly skin (counts as heavy armour) Special Rules Cold Blooded Furious Charge Obsidian Blades Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Cavalry spear (if appropriately mounted) (+4 points) Great weapon (+4 points) Halberd (+3 points) May take a shield (+2 points) May be mounted: Cold One (+18 points) Carnosaur (+170 points) A Saurus Oldblood may purchase magic items up to a total of 100 point Note that Furious Charge does not apply to this model's mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Cold Blooded Cold Blooded Furious Charge Furious Charge Obsidian Blades Obsidian Blades Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Cavalry Spear Great Weapon Halberd Shield Terradon Carnosaur"},"2331":{"id":"lizardmen/unit/saurus-oldblood-draft-1.5.2.1","path":"lizardmen/unit/saurus-oldblood-draft-1.5.2.1","title":"Saurus Oldblood","pathText":"lizardmen unit saurus oldblood draft 1.5.2.1","type":"unit","body":"Saurus Oldblood Cost 140 Base Size 30 x 30 mm Unit Size 1 Type Saurus Heroes Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapon Special Rules Cold Blooded Obsidian Blades Predatory Fighter Rallying Cry Armoured Hide (2) Cold Blooded Obsidian Blades Predatory Fighter Rallying Cry Armoured Hide (1) Options May take one of the following: Additional hand weapon (+3), Cavalry spear (if appropriately mounted) (+4), Great weapon (+4), Halberd (+3) May take a shield (+2) May take light armour (+3) A Saurus Oldblood may purchase magic items up to a total of 100 points A Saurus Scar-Veteran may purchase magic items up to a total of 50 points May be mounted on a Cold One (+18 points) May be mounted on a Carnosaur Heavy Infantry Infantry Hand Weapon Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Rallying Cry Armoured Hide (X) Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Rallying Cry Armoured Hide (X) Cold One Carnosaur"},"2332":{"id":"lizardmen/unit/saurus-scar-veteran","path":"lizardmen/unit/saurus-scar-veteran","title":"Saurus Scar-Veteran","pathText":"lizardmen unit saurus scar veteran","type":"unit","body":"Saurus Scar-Veteran Cost 90 Base Size 30 x 30 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon scaly skin (counts as heavy armour) Special Rules Cold Blooded Furious Charge Obsidian Blades Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Cavalry spear (if appropriately mounted) (+4 points) Great weapon (+4 points) Halberd (+3 points) May take a shield (+2 points) May be mounted: Cold One (+18 points) Carnosaur (+170 points) A Saurus Scar-Veteran may purchase magic items up to a total of 50 points Note that Furious Charge does not apply to this model's mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Cold Blooded Cold Blooded Furious Charge Furious Charge Obsidian Blades Obsidian Blades Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Cavalry Spear Great Weapon Halberd Shield Terradon Carnosaur Veteran"},"2333":{"id":"lizardmen/unit/saurus-scar-veteran-draft-1.5.2.1","path":"lizardmen/unit/saurus-scar-veteran-draft-1.5.2.1","title":"Saurus Scar-Veteran","pathText":"lizardmen unit saurus scar veteran draft 1.5.2.1","type":"unit","body":"Saurus Scar-Veteran Cost 90 Base Size 30 x 30 mm Unit Size 1 Type Saurus Heroes Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapon Special Rules Cold Blooded Obsidian Blades Predatory Fighter Rallying Cry Armoured Hide (2) Cold Blooded Obsidian Blades Predatory Fighter Rallying Cry Armoured Hide (1) Options May take one of the following: Additional hand weapon (+3), Cavalry spear (if appropriately mounted) (+4), Great weapon (+4), Halberd (+3) May take a shield (+2) May take light armour (+3) A Saurus Oldblood may purchase magic items up to a total of 100 points A Saurus Scar-Veteran may purchase magic items up to a total of 50 points May be mounted on a Cold One (+18 points) May be mounted on a Carnosaur Heavy Infantry Infantry Hand Weapon Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Rallying Cry Armoured Hide (X) Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Rallying Cry Armoured Hide (X) Cold One Carnosaur"},"2334":{"id":"lizardmen/unit/saurus-warriors","path":"lizardmen/unit/saurus-warriors","title":"Saurus Warriors","pathText":"lizardmen unit saurus warriors","type":"unit","body":"Saurus Warrior Spawn Leader Cost 14 Base Size 30 x 30 mm Unit Size 10+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons scaly skin (counts as heavy armour) shields Special Rules Close Order Cold Blooded Obsidian Blades Options The entire unit may take thrusting spears (+1 point per model) Any unit may: Upgrade one model to a Spawn Leader (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) A Spawn Leader may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may have the Shieldwall special rule (+1 point per model) Optional Rules Shieldwall Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Close Order Close Order Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Thrusting Spear Shieldwall Shieldwall Shieldwall"},"2335":{"id":"lizardmen/unit/saurus-warriors-draft-1.5.2.1","path":"lizardmen/unit/saurus-warriors-draft-1.5.2.1","title":"Saurus Warriors","pathText":"lizardmen unit saurus warriors draft 1.5.2.1","type":"unit","body":"Saurus Warrior Spawn Leader Cost 12 Base Size 30 x 30 mm Unit Size 10+ Type Saurus Warriors Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Close Order Cold Blooded Obsidian Blades Predatory Fighter Armoured Hide (2) Options The entire unit may take thrusting spears (+1/model) Any unit may: Upgrade one model to a Spawn Leader (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6) A Spawn Leader may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may Purchase a magic standard worth up to 50 points, Have the Shieldwall special rule (+1/model), Have the Drilled special rule (+1/model) Heavy Infantry Infantry Hand Weapon Shield Close Order Cold Blooded Cold Blooded Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Armoured Hide (X)"},"2336":{"id":"lizardmen/unit/skink-chief","path":"lizardmen/unit/skink-chief","title":"Skink Chief","pathText":"lizardmen unit skink chief","type":"unit","body":"Skink Chief Cost 45 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Equipment Hand weapon calloused hide (counts as light armour) Special Rules Aquatic Cold Blooded Poisoned Attacks Options A Skink Chief may take one of the following: Additional hand weapon (+3 points) Cavalry spear (if appropriately mounted) (+4 points) Blowpipe (+4 points) Javelins (+3 points) A Skink Chief may take a shield (+2 points) May be mounted: Terradon (+30 points) Ripperdactyl (+35 points) Stegadon (+215 points) May purchase magic items up to a total of 50 points Optional Rules Blowpipe Note that Aquatic and Poisoned Attacks do not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Aquatic Aquatic Cold Blooded Cold Blooded Poisoned Attacks Poisoned Attacks Two Hand Weapons/Additional Hand Weapon Cavalry Spear Blowpipe Javelin Shield Terradon Ripperdactyl Stegadon Blowpipe Blowpipe"},"2337":{"id":"lizardmen/unit/skink-chief-draft-1.5.2.1","path":"lizardmen/unit/skink-chief-draft-1.5.2.1","title":"Skink Chief","pathText":"lizardmen unit skink chief draft 1.5.2.1","type":"unit","body":"Skink Chief Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Skink Heroes Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon Special Rules Armoured Hide (1) Aquatic Cold Blooded Poisoned Attacks s Options A Skink Priest may be a Level 2 Wizard (+30) A Skink Chief may take one of the following: Additional hand weapon (+3), Cavalry spear (if appropriately mounted) (+4), Blowpipe (+4), Javelins (+3) A Skink Chief may: Take a shield (+2), Be equipped with light armour (+3), Have the Scouts special rule (+10), Have the Vanguard special rule (+5) May be mounted on a Terradon (+30 points) May be mounted on a Ripperdactyl (+35 points) May be mounted on a Stegadon Regular Infantry Infantry Hand Weapon Armoured Hide (X) Aquatic Aquatic Cold Blooded Cold Blooded Poisoned Attacks Skink Priest Skink Chief Skink Chief Terradon Ripperdactyl Stegadon"},"2338":{"id":"lizardmen/unit/skink-cohorts-draft-1.5.2.1","path":"lizardmen/unit/skink-cohorts-draft-1.5.2.1","title":"Skink Cohorts","pathText":"lizardmen unit skink cohorts draft 1.5.2.1","type":"unit","body":"Skink Skink Brave Cost 5 Base Size 25 x 25 mm Unit Size 10+ Type Skink Cohorts Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons calloused hides (counts as light armour) Special Rules Aquatic Close Order Cold Blooded Move through Cover Poisoned Attacks (javelins and shortbows only) Spawn-kin Options The entire unit must take one of the following: Blowpipes (Free), Javelins and Shields (Free), Shortbows (Free) Any unit may: Upgrade one model to a Skink Brave (champion) (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5), Include 0-1 Kroxigor per 8 Skinks, to a maximum of 3 (+49 points each) Regular Infantry Infantry Hand Weapon Light Armour Aquatic Aquatic Close Order Cold Blooded Cold Blooded Move Through Cover Poisoned Attacks Spawn-Kin Spawn-Kin"},"2339":{"id":"lizardmen/unit/skink-priest","path":"lizardmen/unit/skink-priest","title":"Skink Priest","pathText":"lizardmen unit skink priest","type":"unit","body":"Skink Priest Cost 60 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon calloused hide (counts as light armour) Special Rules Arcane Vassal Aquatic Cold Blooded Lore of Lustria Options A Skink Priest may be a Level 2 Wizard (+30 points) May be mounted: Ancient Stegadon (+230 points) May purchase magic items up to a total of 50 points Note that Aquatic does not apply to this model's mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Light Armour Light Armour Arcane Vassal Arcane Vassal Aquatic Aquatic Cold Blooded Cold Blooded Lore of Lustria Lore of Lustria Ancient Stegadon"},"2340":{"id":"lizardmen/unit/skink-priest-draft-1.5.2.1","path":"lizardmen/unit/skink-priest-draft-1.5.2.1","title":"Skink Priest","pathText":"lizardmen unit skink priest draft 1.5.2.1","type":"unit","body":"Skink Priest Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Skink Heroes Troop Type Regular Infantry Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Arcane Vassal Armoured Hide (1) Aquatic Cold Blooded Lore of Lustria s Options A Skink Priest may be a Level 2 Wizard (+30) May be mounted on a Ancient Stegadon Regular Infantry Infantry Hand Weapon Arcane Vassal Arcane Vassal Armoured Hide (X) Aquatic Aquatic Cold Blooded Cold Blooded Lore of Lustria Skink Priest Ancient Stegadon"},"2341":{"id":"lizardmen/unit/skink-skirmishers","path":"lizardmen/unit/skink-skirmishers","title":"Skink Skirmishers","pathText":"lizardmen unit skink skirmishers","type":"unit","body":"Skink Patrol Leader Cost 5 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons calloused hides (counts as light armour) Special Rules Cold Blooded Move Through Cover Poisoned Attacks (javelins only) Skirmishers Options The entire unit must take one of the following: Blowpipes (+1 point per model) Javelins and shields (Free) Any unit may upgrade one model to a Patrol Leader (champion) (+5 points per unit) 0-1 unit per 1,000 points may have one of the following: The Scouts special rule (+10 points per unit) The Vanguard special rule (+5 points per unit) Optional Rules Blowpipes Scouts Vanguard Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Cold Blooded Cold Blooded Move Through Cover Move Through Cover Poisoned Attacks Poisoned Attacks Skirmish Formation Skirmish Formation Blowpipe Javelin Shield Scouts Vanguard Blowpipe Blowpipe Scouts Scouts Vanguard Vanguard"},"2342":{"id":"lizardmen/unit/skink-skirmishers-draft-1.5.2.1","path":"lizardmen/unit/skink-skirmishers-draft-1.5.2.1","title":"Skink Skirmishers","pathText":"lizardmen unit skink skirmishers draft 1.5.2.1","type":"unit","body":"Skink Skirmisher Patrol Leader Cost 6 Base Size 25 x 25 mm Unit Size 10+ Type Skink Skirmishers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons calloused hides (counts as light armour) Special Rules Aquatic Cold Blooded Move through Cover Poisoned Attacks (javelins only) Skirmishers Options The entire unit must take one of the following: Blowpipes (Free), Javelins and shields (Free) Any unit may upgrade one model to a Patrol Leader (champion) (+5) 0-1 unit per 1,000 points may have one of the following: The Scouts special rule (+10), The Vanguard special rule (+5) Regular Infantry Infantry Hand Weapon Light Armour Aquatic Aquatic Cold Blooded Cold Blooded Move Through Cover Poisoned Attacks Skirmishers"},"2343":{"id":"lizardmen/unit/slann-mage-priest","path":"lizardmen/unit/slann-mage-priest","title":"Slann Mage-Priest","pathText":"lizardmen unit slann mage priest","type":"unit","body":"Slann Mage-Priest Cost 285 Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Troop Type Character Unit Category Monster Wizard Level 4 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Arcane Shield Close Order Cold Blooded Fly (8) Large Target Lore of Lustria Options May take a single Discipline of the Old Ones May purchase magic items up to a total of 100 points Monstrous Creatures Characters (Troop Types) Monsters Battle Magic Elementalism High Magic Illusion Necromancy Hand Weapon Hand Weapon Arcane Shield Arcane Shield Close Order Close Order Cold Blooded Cold Blooded Fly (X) Fly (X) Large Target Large Target Lore of Lustria Lore of Lustria Disciplines of the Old Ones"},"2344":{"id":"lizardmen/unit/slann-mage-priests-draft-1.5.2.1","path":"lizardmen/unit/slann-mage-priests-draft-1.5.2.1","title":"Slann Mage-Priests","pathText":"lizardmen unit slann mage priests draft 1.5.2.1","type":"unit","body":"Slann Mage-Priest Cost 285 Base Size 50 x 50 mm min, 60 mm max Unit Size 1 Type Slann Mage-Priests Troop Type Monstrous Infantry Unit Category Infantry Wizard Level 4 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Arcane Shield Cold Blooded Fly (8) Lore of Lustria Palanquin Wisdom of the Old Ones Options May purchase 0-3 Disciplines of the Old Ones up to a total of 100 points May purchase magic items up to a total of 100 points Monstrous Infantry Infantry Hand Weapon Arcane Shield Arcane Shield Cold Blooded Cold Blooded Fly (X) Lore of Lustria Palanquin Palanquin Wisdom of the Old Ones Wisdom of the Old Ones"},"2345":{"id":"lizardmen/unit/stegadon","path":"lizardmen/unit/stegadon","title":"Stegadon","pathText":"lizardmen unit stegadon","type":"unit","body":"A Stegadon may be included in your army as a character's mount. If so, its points are added to that of its rider. Note that, because it has the Howdah special rule, a Stegadon is considered to be a chariot mount, rather than a ridden monster. Stegadon Skink Crew (x5) Cost 215 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Behemoth Unit Category Monster Equipment Stegadon: Great horns and giant bow Skink Crew: Hand weapons and javelins Special Rules Close Order Cold Blooded Howdah Immune to Psychology Impact Hits (D3+1) Large Target Poisoned Attacks (javelins only) Stomp Attacks (D3+2) Stubborn Terror Options A Stegadon may replace its giant bow with giant blowpipes (Free) Optional Rules Giant Blowpipes Behemoths Monsters Great Horns Giant Bow Hand Weapon Javelin Close Order Close Order Cold Blooded Cold Blooded Howdah Howdah Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Poisoned Attacks Poisoned Attacks Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Giant Bow Giant Blowpipes Giant Blowpipes"},"2346":{"id":"lizardmen/unit/stegadon-draft-1.5.2.1","path":"lizardmen/unit/stegadon-draft-1.5.2.1","title":"Stegadon","pathText":"lizardmen unit stegadon draft 1.5.2.1","type":"unit","body":"Stegadon Skink Crew (x5) Cost 195 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ (Stegadon) 3+ (Stegadon Ancient) Type Stegadons Troop Type Behemoth Unit Category Monster Equipment Great horns giant bow Hand weapons javelins Special Rules Close Order Cold Blooded Great Horns Howdah Immune to Psychology Impact Hits (D3+1) Large Target Poisoned Attacks (javelins only) Skink Riders Stomp Attacks (D3+2) Stubborn Terror A Stegadon or Ancient Stegadon may be included in your army as a character’s mount. If so, its points are added to that of its rider. Options A Stegadon may replace its giant bow with giant blowpipes (Free) Behemoths Monsters Great horns Great horns Giant bow Giant bow Hand Weapon Javelin Close Order Cold Blooded Cold Blooded Great Horns Great Horns Howdah Immune to Psychology Impact Hits (X) Large Target Poisoned Attacks Skink Riders Skink Riders Stomp Attacks (X) Stubborn Terror Stegadon"},"2347":{"id":"lizardmen/unit/temple-guard","path":"lizardmen/unit/temple-guard","title":"Temple Guard","pathText":"lizardmen unit temple guard","type":"unit","body":"Temple Guard Revered Guardian Cost 16 Base Size 30 x 30 mm Unit Size 10+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons halberds scaly skin (counts as heavy armour) shields Special Rules Close Order Cold Blooded Guardians Obsidian Blades Shieldwall Stubborn Options Any unit may: Upgrade one model to a Revered Guardian (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 100 points A Revered Guardian may purchase magic items up to a total of 50 points Heavy Infantry Infantry Hand Weapon Hand Weapon Halberd Halberd Heavy Armour Heavy Armour Shield Shield Close Order Close Order Cold Blooded Cold Blooded Guardians Guardians Obsidian Blades Obsidian Blades Shieldwall Shieldwall Stubborn Stubborn"},"2348":{"id":"lizardmen/unit/temple-guard-draft-1.5.2.1","path":"lizardmen/unit/temple-guard-draft-1.5.2.1","title":"Temple Guard","pathText":"lizardmen unit temple guard draft 1.5.2.1","type":"unit","body":"Temple Guard Revered Guardian Cost 15 Base Size 30 x 30 mm Unit Size 10+ Type Temple Guard Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons halberds light armour shields Special Rules Close Order Cold Blooded Guardians Obsidian Blades Predatory Fighter Armoured Hide (2) Shieldwall Stubborn Options Any unit may: Upgrade one model to a Revered Guardian (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 100 points, Have the Drilled special rule (+1/model) A Revered Guardian may purchase magic items up to a total of 50 points Heavy Infantry Infantry Hand Weapon Halberd Light Armour Shield Close Order Cold Blooded Cold Blooded Guardians Guardians Obsidian Blades Obsidian Blades Predatory Fighter Predatory Fighter Armoured Hide (X) Shieldwall Stubborn"},"2349":{"id":"lizardmen/unit/terradon","path":"lizardmen/unit/terradon","title":"Terradon","pathText":"lizardmen unit terradon","type":"unit","body":"Terradon Cost Override +30 points Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Claws teeth (counts as a hand weapon) Special Rules Armoured Hide (1) Drop Rocks Fear Fly (10) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Drop Rocks Drop Rocks Fear Fear Fly (X) Fly (X) Swiftstride Swiftstride"},"2350":{"id":"lizardmen/unit/terradon-draft-1.5.2.1","path":"lizardmen/unit/terradon-draft-1.5.2.1","title":"Terradon","pathText":"lizardmen unit terradon draft 1.5.2.1","type":"unit","body":"Terradon Cost +30 Base Size 40 x 40 mm Unit Size 1 Type Terradon Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Claws and teeth (counts as a hand weapon) Special Rules Armoured Hide (1) Drop Rocks Fear Fly (10) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Armoured Hide (X) Drop Rocks Drop Rocks Fear Fly (X) Swiftstride"},"2351":{"id":"lizardmen/unit/terradon-riders","path":"lizardmen/unit/terradon-riders","title":"Terradon Riders","pathText":"lizardmen unit terradon riders","type":"unit","body":"Terradon Rider Sky Leader Terradon Cost 32 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Terradon Riders: Hand weapons, calloused hide (counts as light armour) and javelins Terradons: Claws and teeth (counts as a hand weapon) Special Rules Armoured Hide (1) Cold Blooded Drop Rocks Fear Fly (10) Poisoned Attacks (javelins only) Skirmishers Swiftstride Options The entire unit may replace javelins with fireleech bolas (+1 point per model) Any unit may: Upgrade one model to a Sky Leader (champion) (+6 points per unit) Optional Rules Fireleech Bolas Monstrous Cavalry Cavalry Hand Weapon Light Armour Javelin Hand Weapon Armoured Hide (X) Armoured Hide (X) Cold Blooded Cold Blooded Drop Rocks Drop Rocks Fear Fear Fly (X) Fly (X) Poisoned Attacks Poisoned Attacks Skirmish Formation Skirmish Formation Swiftstride Swiftstride Fireleech Bolas Fireleech Bolas Fireleech Bolas"},"2352":{"id":"lizardmen/unit/terradon-riders-draft-1.5.2.1","path":"lizardmen/unit/terradon-riders-draft-1.5.2.1","title":"Terradon Riders","pathText":"lizardmen unit terradon riders draft 1.5.2.1","type":"unit","body":"Terradon Rider Sky Leader Terradon Cost 32 Base Size 40 x 40 mm Unit Size 3+ Type Terradon Riders Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons javelins Claws and teeth (counts as hand weapons) Special Rules Armoured Hide (2) Cold Blooded Drop Rocks Fear Fire & Flee Fly (10) Poisoned Attacks (javelins only) Skink Riders Skirmishers Swiftstride Options The entire unit may replace javelins with fireleech bolas (+2/model) The entire unit may: Take shields (+1/model) Any unit may: Upgrade one model to a Sky Leader (champion) (+6) A Sky Leader may purchase magic items up to a total of 25 points Monstrous Cavalry Cavalry Hand Weapon Javelin Hand Weapon Armoured Hide (X) Cold Blooded Cold Blooded Drop Rocks Drop Rocks Fear Fire & Flee Fly (X) Poisoned Attacks Skink Riders Skink Riders Skirmishers Swiftstride"},"2353":{"id":"lizardmen/unit/troglodon","path":"lizardmen/unit/troglodon","title":"Troglodon","pathText":"lizardmen unit troglodon","type":"unit","body":"Troglodon Skink Oracle Cost 200 Base Size 50 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Illusion Equipment Troglodon: Venomous talons, venom spray and scaly skin (counts as heavy armour) Skink Oracle: Hand weapon Special Rules Arcane Vassal Aquatic Close Order Cold Blooded Immune to Psychology Large Target Lore of Lustria Primeval Roar Stomp Attacks (2) Stubborn Terror Monstrous Creatures Monsters Battle Magic Illusion Venomous Talons Venom Spray Heavy Armour Hand Weapon Arcane Vassal Arcane Vassal Aquatic Aquatic Close Order Close Order Cold Blooded Cold Blooded Immune to Psychology Immune to Psychology Large Target Large Target Lore of Lustria Lore of Lustria Primeval Roar Primeval Roar Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror"},"2354":{"id":"lizardmen/unit/troglodon-draft-1.5.2.1","path":"lizardmen/unit/troglodon-draft-1.5.2.1","title":"Troglodon","pathText":"lizardmen unit troglodon draft 1.5.2.1","type":"unit","body":"Troglodon Skink Oracle Cost 140 Base Size 50 x 100 mm Unit Size 1 Type Troglodon Troop Type Monstrous Creature Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Illusion Equipment Venomous talons venom spray Hand weapon Special Rules Arcane Vassal Armoured Hide (3) Aquatic Close Order Cold Blooded Immune to Psychology Large Target Lore of Lustria Predatory Fighter (Troglodon Only) Primeval Roar Skink Riders Stomp Attacks (2) Stubborn Terror Monstrous Creatures Monsters Venomous talons Venomous talons Venom spray Venom spray Hand Weapon Arcane Vassal Arcane Vassal Armoured Hide (X) Aquatic Aquatic Close Order Cold Blooded Cold Blooded Immune to Psychology Large Target Lore of Lustria Predatory Fighter Predatory Fighter Primeval Roar Primeval Roar Skink Riders Skink Riders Stomp Attacks (X) Stubborn Terror"},"2355":{"id":"lizardmen/weapon/blowpipe","path":"lizardmen/weapon/blowpipe","title":"Blowpipe","pathText":"lizardmen weapon blowpipe","type":"rule","body":"Blowpipe Multiple Shots (2) Poisoned Attacks Multiple Shots (X) Poisoned Attacks"},"2356":{"id":"lizardmen/weapon/blowpipe-draft-1.5.2.1","path":"lizardmen/weapon/blowpipe-draft-1.5.2.1","title":"Blowpipe","pathText":"lizardmen weapon blowpipe draft 1.5.2.1","type":"rule","body":"Blowpipe Multiple Shots (2) Poisoned Attacks Move & Shoot Multiple Shots (X) Poisoned Attacks Move & Shoot"},"2357":{"id":"lizardmen/weapon/fiery-breath-draft-1.5.2.1","path":"lizardmen/weapon/fiery-breath-draft-1.5.2.1","title":"Fiery breath","pathText":"lizardmen weapon fiery breath draft 1.5.2.1","type":"rule","body":"Fiery breath Column of Fire (Rulebook p. 229) Cumbersome Flaming Attacks Move & Shoot If the artillery dice result is a misfire, no shots are fired and D3 Skink Handlers are removed until there are none remaining. If no Skink Handlers remain when a misfire is rolled, a Salamander loses a wound instead. Column of Fire Cumbersome Flaming Attacks Move & Shoot"},"2358":{"id":"lizardmen/weapon/fiery-breath-lizardmen","path":"lizardmen/weapon/fiery-breath-lizardmen","title":"Fiery Breath (Lizardmen)","pathText":"lizardmen weapon fiery breath lizardmen","type":"rule","body":"Fiery Breath (Lizardmen) Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"2359":{"id":"lizardmen/weapon/fireleech-bolas","path":"lizardmen/weapon/fireleech-bolas","title":"Fireleech Bolas","pathText":"lizardmen weapon fireleech bolas","type":"rule","body":"Fireleech Bolas Flaming Attacks Move & Shoot Quick Shot Flaming Attacks Move & Shoot Quick Shot"},"2360":{"id":"lizardmen/weapon/fireleech-bolas-draft-1.5.2.1","path":"lizardmen/weapon/fireleech-bolas-draft-1.5.2.1","title":"Fireleech bolas","pathText":"lizardmen weapon fireleech bolas draft 1.5.2.1","type":"rule","body":"Fireleech bolas Armour Bane (1) Flaming Attacks Move & Shoot Quick Shot A model armed with Fireleech Bolas suffers no negative modifiers for firing at long range. In addition, if the roll To Hit is successful, a Fireleech Bola causes D3 hits to the target enemy unit. Armour Bane (X) Flaming Attacks Move & Shoot Quick Shot"},"2361":{"id":"lizardmen/weapon/giant-blowpipes","path":"lizardmen/weapon/giant-blowpipes","title":"Giant Blowpipes","pathText":"lizardmen weapon giant blowpipes","type":"rule","body":"Giant Blowpipes Cumbersome Multiple Shots (2D6) Poisoned Attacks Cumbersome Multiple Shots (X) Poisoned Attacks"},"2362":{"id":"lizardmen/weapon/giant-blowpipes-draft-1.5.2.1","path":"lizardmen/weapon/giant-blowpipes-draft-1.5.2.1","title":"Giant blowpipes","pathText":"lizardmen weapon giant blowpipes draft 1.5.2.1","type":"rule","body":"Giant blowpipes Cumbersome Multiple Shots (2D6) Poisoned Attacks Move & Shoot Cumbersome Multiple Shots (X) Poisoned Attacks Move & Shoot"},"2363":{"id":"lizardmen/weapon/giant-bow","path":"lizardmen/weapon/giant-bow","title":"Giant Bow","pathText":"lizardmen weapon giant bow","type":"rule","body":"Giant Bow Multiple Wounds (D3) Poisoned Attacks Multiple Wounds (X) Poisoned Attacks"},"2364":{"id":"lizardmen/weapon/giant-bow-draft-1.5.2.1","path":"lizardmen/weapon/giant-bow-draft-1.5.2.1","title":"Giant bow","pathText":"lizardmen weapon giant bow draft 1.5.2.1","type":"rule","body":"Giant bow Multiple Wounds (2) Poisoned Attacks Through & Through Move & Shoot Multiple Wounds (X) Poisoned Attacks Through & Through Move & Shoot"},"2365":{"id":"lizardmen/weapon/great-horns","path":"lizardmen/weapon/great-horns","title":"Great Horns","pathText":"lizardmen weapon great horns","type":"rule","body":"Great Horns -"},"2366":{"id":"lizardmen/weapon/great-horns-draft-1.5.2.1","path":"lizardmen/weapon/great-horns-draft-1.5.2.1","title":"Great horns","pathText":"lizardmen weapon great horns draft 1.5.2.1","type":"rule","body":"Great horns"},"2367":{"id":"lizardmen/weapon/razor-barbs","path":"lizardmen/weapon/razor-barbs","title":"Razor Barbs","pathText":"lizardmen weapon razor barbs","type":"rule","body":"Razor Barbs Move & Shoot Multiple Shots (D3) Quick Shot Move & Shoot Multiple Shots (X) Quick Shot"},"2368":{"id":"lizardmen/weapon/razor-barbs-draft-1.5.2.1","path":"lizardmen/weapon/razor-barbs-draft-1.5.2.1","title":"Razor barbs","pathText":"lizardmen weapon razor barbs draft 1.5.2.1","type":"rule","body":"Razor barbs Move & Shoot Needs More Nails (Rulebook, p. 227) Quick Shot Move & Shoot Needs More Nails Quick Shot"},"2369":{"id":"lizardmen/weapon/slashing-talons-draft-1.5.2.1","path":"lizardmen/weapon/slashing-talons-draft-1.5.2.1","title":"Slashing talons","pathText":"lizardmen weapon slashing talons draft 1.5.2.1","type":"rule","body":"Slashing talons Multiple Wounds (D3) Multiple Wounds (X)"},"2370":{"id":"lizardmen/weapon/slashing-talons-lizardmen","path":"lizardmen/weapon/slashing-talons-lizardmen","title":"Slashing Talons (Lizardmen)","pathText":"lizardmen weapon slashing talons lizardmen","type":"rule","body":"Slashing Talons (Lizardmen) Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is monster. Multiple Wounds (X) Multiple Wounds (X) Monsters"},"2371":{"id":"lizardmen/weapon/solar-engine-draft-1.5.2.1","path":"lizardmen/weapon/solar-engine-draft-1.5.2.1","title":"Solar Engine","pathText":"lizardmen weapon solar engine draft 1.5.2.1","type":"rule","body":"A Bastiladon equipped with a Solar Engine gains the following special rules: R S AP Special Rules Thunderous bludgeon Combat +3 -3 Strike Last, Multiple Wounds (D3) Solar Radiance: Whilst within 6\" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic. Beam of Chotec: This model can cast the following Bound spell, with a Power Level of 2: Effect: The target enemy unit suffers 3D3 Strength 5 hits, each with an AP of -2. This Bound spell has the Flaming Attacks special rule."},"2372":{"id":"lizardmen/weapon/thunderous-bludgeon","path":"lizardmen/weapon/thunderous-bludgeon","title":"Thunderous Bludgeon","pathText":"lizardmen weapon thunderous bludgeon","type":"rule","body":"Thunderous Bludgeon Strike Last Strike Last"},"2373":{"id":"lizardmen/weapon/thunderous-bludgeon-draft-1.5.2.1","path":"lizardmen/weapon/thunderous-bludgeon-draft-1.5.2.1","title":"Thunderous bludgeon","pathText":"lizardmen weapon thunderous bludgeon draft 1.5.2.1","type":"rule","body":"Thunderous bludgeon Strike Last Multiple Wounds (D3) Strike Last Multiple Wounds (X)"},"2374":{"id":"lizardmen/weapon/venom-spray","path":"lizardmen/weapon/venom-spray","title":"Venom Spray","pathText":"lizardmen weapon venom spray","type":"rule","body":"Venom Spray Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target's Toughness. Breath Weapon"},"2375":{"id":"lizardmen/weapon/venom-spray-draft-1.5.2.1","path":"lizardmen/weapon/venom-spray-draft-1.5.2.1","title":"Venom spray","pathText":"lizardmen weapon venom spray draft 1.5.2.1","type":"rule","body":"Venom spray Breath Weapon Breath Weapon"},"2376":{"id":"lizardmen/weapon/venomous-talons","path":"lizardmen/weapon/venomous-talons","title":"Venomous Talons","pathText":"lizardmen weapon venomous talons","type":"rule","body":"Venomous Talons Poisoned Attacks Poisoned Attacks"},"2377":{"id":"lizardmen/weapon/venomous-talons-draft-1.5.2.1","path":"lizardmen/weapon/venomous-talons-draft-1.5.2.1","title":"Venomous talons","pathText":"lizardmen weapon venomous talons draft 1.5.2.1","type":"rule","body":"Venomous talons Poisoned Attacks Poisoned Attacks"},"2378":{"id":"lizardmen/weapon/wicked-claws-draft-1.5.2.1","path":"lizardmen/weapon/wicked-claws-draft-1.5.2.1","title":"Wicked claws","pathText":"lizardmen weapon wicked claws draft 1.5.2.1","type":"rule","body":"Wicked claws"},"2379":{"id":"magic/prose","path":"magic/prose","title":"Magic","pathText":"magic prose","type":"rule","body":"The Warhammer world is an intrinsically magical place. In battle, magic is a force as real and potent as a sword blade, its use limited only by the imagination and skill of the Wizard that wields it. Magic can be a subtle force, infusing allies with strength and valour, or enemies with frailty and dread. More commonly, however, Wizards unshackle the raw power that lies at the heart of magic's chaotic nature, summoning hungry firestorms or devastating bolts of eldritch power. It is therefore only right that magic should form a core part of the game of Warhammer: the Old World as well. Wizards are able to cast spells of different types throughout the turn, and players must protect them accordingly, ensuring they are able to cast the right spell at the right moment, or to thwart the casting attempts of their rivals. That being the case, explaining how magic works early on is important and the following sections do just that. New players can skip over this section for now if they wish, focusing instead on the more mundane rules and returning to this section once a few games have been played."},"2380":{"id":"magic/prose/assailment","path":"magic/prose/assailment","title":"Assailment","pathText":"magic prose assailment","type":"rule","body":"These spells are deadly attacks that strike the foe without warning. Assailment spells can only be cast by Wizards that are engaged in combat and can only target enemy units that the caster is engaged in combat with. A successfully cast Assailment spell always hits its target; there is no need to make a roll To Hit."},"2381":{"id":"magic/prose/bound-spells","path":"magic/prose/bound-spells","title":"Bound Spells","pathText":"magic prose bound spells","type":"rule","body":"Some models have 'Bound' spells, which may be contained within a magic item or given by a special rule, and which they can cast in the usual manner. If a 'Power Level' is given, this is added to the result of the Casting roll to give the casting result. If no Power Level is given, nothing is added – the result of the Casting roll is itself the casting result. When casting a Bound spell, there is no risk of a miscast or chance of a perfect invocation. You may attempt to dispel a Bound spell as usual. Magic items that dispel or destroy spells work as normal against Bound spells. When dispelling a Bound spell, there is no risk of being outclassed in the art. A model can only cast a single Bound spell per phase. Possessing a Bound spell does not make a model a Wizard. Casting Roll, Casting Result & Casting Value Miscast Perfect Invocations Outclassed in the Art Wizards"},"2382":{"id":"magic/prose/casting-roll-casting-result-and-casting-value","path":"magic/prose/casting-roll-casting-result-and-casting-value","title":"Casting Roll, Casting Result & Casting Value","pathText":"magic prose casting roll casting result and casting value","type":"rule","body":"To cast a spell, you must make a 'Casting' roll. To make a Casting roll, roll 2D6. This represents the Wizard's attempts to draw raw magical power from the æther and shape it to their will. The casting Wizard's Level of Wizardry is then divided by 2 (rounding fractions up) and added to this roll to give a 'casting result'. For example, if a Level 2 Wizard makes a Casting roll of 1 and 6, the total casting result would be 8 (1 + 6 = 7 for the Casting roll, plus 1 for the Level of Wizardry divided by 2). Keep the dice in front of you for the moment – the scores will be needed if your opponent makes a dispel attempt. Each spell has an associated 'casting value'. Spells with a higher casting value have greater effect, but require more power: If the casting result equals or exceeds the spell's casting value, the spell is successfully cast (though your opponent may subsequently dispel it). If the casting result is less than the casting value, the spell is not cast."},"2383":{"id":"magic/prose/casting-spells","path":"magic/prose/casting-spells","title":"Casting Spells","pathText":"magic prose casting spells","type":"rule","body":"When a spell can be cast depends upon its type: Enchantment and Hex spells can be cast during the Conjuration sub-phase of your Strategy phase. Conveyance spells can be cast at any point during the Remaining Moves sub-phase of your Movement phase. Magic Missiles and Magical Vortex spells can be cast when a Wizard is chosen during your Shooting phase. Assailment spells can be cast when a Wizard fights during any Combat phase. A Wizard can attempt to cast a number of spells equal to their Level of Wizardry per turn, but may only attempt to cast each spell once per turn. Unless stated otherwise, Wizards that are engaged in combat can only cast Assailment or range self spells. To cast a spell, a Wizard declares which spell they wish to cast and its target (if required). Enchantment Hex Conveyance Magic Missiles Magical Vortex Assailment Range 'Self' Spells"},"2384":{"id":"magic/prose/choosing-a-target","path":"magic/prose/choosing-a-target","title":"Choosing a Target","pathText":"magic prose choosing a target","type":"rule","body":"Unless stated otherwise, the following rules apply when choosing a target: The target must lie within the Wizard's vision arc, but the Wizard does not need a line of sight to the target. The target must lie within the spell's range. Spells cannot target units engaged in combat. Note that different spell categories and some individual spells waive some of these rules and/or introduce others."},"2385":{"id":"magic/prose/conveyance","path":"magic/prose/conveyance","title":"Conveyance","pathText":"magic prose conveyance","type":"rule","body":"These spells enable Wizards to enhance movement or transport units from place to place. Conveyance spells that require a target can only target friendly units. A unit cannot be affected by the same Conveyance spell more than once per turn."},"2386":{"id":"magic/prose/dispel","path":"magic/prose/dispel","title":"Dispel","pathText":"magic prose dispel","type":"rule","body":"Whenever your opponent casts a spell, you can make a dispel attempt (unless, of course, the spell was cast with a perfect invocation). The type of dispel you attempt will affect its chances. Perfect Invocations"},"2387":{"id":"magic/prose/dispel-roll-and-dispel-result","path":"magic/prose/dispel-roll-and-dispel-result","title":"Dispel Roll & Dispel Result","pathText":"magic prose dispel roll and dispel result","type":"rule","body":"To dispel a spell, you must make a 'Dispel' roll. To make a Dispel roll, roll 2D6. This represents either the efforts of a Wizard to counter enemy magic, or the twists of fate that can see the Winds of Magic suddenly dissipate. If you are attempting a Wizardly dispel, the Dispel roll is modified by adding the Wizard's Level of Wizardry divided by 2 (rounding fractions up) to give a 'dispel result. If you are attempting a Fated dispel, nothing is added – the result of the Dispel roll is itself the dispel result: If the dispel result exceeds the casting result, the spell is successfully dispelled and immediately ends. If the dispel result is equal to or less than the casting result, the dispel attempt has failed. The spell is not dispelled. Wizardly Dispel Fated Dispel"},"2388":{"id":"magic/prose/dispelling-remains-in-play-spells","path":"magic/prose/dispelling-remains-in-play-spells","title":"Dispelling Remains in Play Spells","pathText":"magic prose dispelling remains in play spells","type":"rule","body":"If not immediately dispelled when cast, you may attempt to dispel a Remains in Play spell cast by your opponent during the Conjuration sub-phase of any of your subsequent turns. To do so, you may attempt either a Fated dispel or a Wizardly dispel (provided the Wizard making the attempt is within Dispel range of the Wizard that cast the spell or, in the case of a Magical Vortex, within range of the template representing the spell). Remains in Play spells do not retain the energy of their casting, and so you do not need to beat the original casting result if attempting to dispel in subsequent turns, but rather the minimum casting value given in the spell's description. Remains in Play Conjuration Fated Dispel Wizardly Dispel"},"2389":{"id":"magic/prose/enchantment","path":"magic/prose/enchantment","title":"Enchantment","pathText":"magic prose enchantment","type":"rule","body":"These spells empower the caster's allies in some way. Enchantment spells that require a target can only target friendly units. Most often they affect friendly units, but may occasionally have an effect on enemy units. Casting the same Enchantment spell more than once on the same unit during the same turn has no further effect."},"2390":{"id":"magic/prose/fated-dispel","path":"magic/prose/fated-dispel","title":"Fated Dispel","pathText":"magic prose fated dispel","type":"rule","body":"Once per turn, if you do not have any Wizards able to make a Wizardly dispel attempt, or if you wish to avoid the risk, you may instead attempt a Fated dispel. Wizardly Dispel"},"2391":{"id":"magic/prose/hex","path":"magic/prose/hex","title":"Hex","pathText":"magic prose hex","type":"rule","body":"The opposite of Enchantment spells, weakening the enemy in some way. Hex spells that require a target can only target enemy units. Most often they affect enemy units, but may occasionally have an effect on friendly units. Casting the same Hex spell more than once on the same unit during the same turn has no further effect. Note that bonuses and penalties from different Hex and Enchantment spells are cumulative, but cannot take any characteristic above 10 or below 1."},"2392":{"id":"magic/prose/levels-of-wizardry","path":"magic/prose/levels-of-wizardry","title":"Levels of Wizardry","pathText":"magic prose levels of wizardry","type":"rule","body":"Naturally, not all Wizards are equal – mastery of magic increases through dedicated practice (and, occasionally, through sheer luck). To represent this, Wizards are divided into four degrees of ability called 'Levels of Wizardry' (often shortened simply to 'Level' in the rules that follow). The higher a Wizard's Level, the greater their knowledge of magic: Level 1: Wizards of the first level are those of humble ability. Level 2: Wizards of the second level are experienced spellcasters. Level 3: Wizards of the third level are great sorcerers of a kind rarely seen. Level 4: Wizards of the fourth level are the mightiest of all Wizards, the very equal of crowned monarchs within the realms of sorcery."},"2393":{"id":"magic/prose/lores-of-magic","path":"magic/prose/lores-of-magic","title":"Lores of Magic","pathText":"magic prose lores of magic","type":"rule","body":"The Lores of Magic are lists from which Wizards generate their spells. Each Lore of Magic represents a particular approach towards the study and use of magic, giving each its own character reflected by the spells within it. Different Wizards have access to different Lores of Magic. Accompanying every Wizard's profile you will find the Lore(s) of Magic they know. In some cases, it will be stated that they know spells from a single, given Lore of Magic, whilst in others it will be stated that they know spells from one of a number of given Lores of Magic. Where this is the case, you must choose one of these Lores when writing your muster list. The Lores of Magic most commonly seen in the Old World are presented in the Lores of Magicsection. The Muster List The Lores of Magic"},"2394":{"id":"magic/prose/magic-missiles","path":"magic/prose/magic-missiles","title":"Magic Missiles","pathText":"magic prose magic missiles","type":"rule","body":"These are sorcerous projectiles hurled at the foe. Magic Missiles can only target enemy units and the Wizard must have a line of sight to the target. A successfully cast Magic Missile automatically hits its target; there is no need to make a roll To Hit."},"2395":{"id":"magic/prose/magic-resistance-magic","path":"magic/prose/magic-resistance-magic","title":"Magic Resistance (-X) (Magic)","pathText":"magic prose magic resistance magic","type":"rule","body":"Some models have the Magic Resistance (-X) special rule, making them resistant to the magic of their enemies. The Casting roll of any spell (including Bound spells) that targets an enemy unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (shown here as '-X'). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier."},"2396":{"id":"magic/prose/magical-vortex","path":"magic/prose/magical-vortex","title":"Magical Vortex","pathText":"magic prose magical vortex","type":"rule","body":"These are roiling globes of magical energy that travel across the battlefield. A Magical Vortex does not require a target – instead, it uses a round template which is placed on the battlefield, not touching the bases of any models, and with its central hole within the range given by the spell. Once placed, Magical Vortexes remain on the battlefield (unless they move off it). Some Magical Vortexes move at the start of each turn, often by scattering. Should a Magical Vortex end such a move over a unit, move it by the smallest amount possible, in any direction, so that it can be placed on the battlefield, not touching the bases of any models."},"2397":{"id":"magic/prose/miscast","path":"magic/prose/miscast","title":"Miscast","pathText":"magic prose miscast","type":"rule","body":"If a natural double 1 is rolled when making a Casting roll, regardless of the casting result, it has been 'miscast' and, unless stated otherwise, is not cast. Roll immediately on the Miscast table below to see what fate befalls your unfortunate Wizard: Miscast Table 2D6 Result 2-4 Dimensional Cascade: The summoned magic breaks free, creating an ethereal tornado. Centre a 5\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 10 hit with an AP of -4. 5-6 Calamitous Detonation: Roiling magic explodes from the Wizard in a flash of light. Centre a 3\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2. 7 Careless Conjuration: The Wizard mispronounces a syllable, causing the spell to backfire, knocking them to the ground. The Wizard suffers a single Strength 4 hit with an AP of -1. 8-9 Barely Controlled Power: The Wizard manages to control the magic, but at the expense of great power. The spell is cast (at its casting value, for the purpose of dispel attempts). However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn. 10-12 Power Drain: With a deafening boom, the summoned magic is unleashed and an unnatural calm descends. The spell is cast with a perfect invocation. However, you cannot attempt to cast any more spells for the remainder of the current turn. Templates Armour Piercing Templates Armour Piercing Armour Piercing"},"2398":{"id":"magic/prose/miscast-table","path":"magic/prose/miscast-table","title":"Miscast Table","pathText":"magic prose miscast table","type":"rule","body":"Miscast Table 2D6 Result 2-4 Dimensional Cascade: The summoned magic breaks free, creating an ethereal tornado. Centre a 5\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 10 hit with an AP of -4. 5-6 Calamitous Detonation: Roiling magic explodes from the Wizard in a flash of light. Centre a 3\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2. 7 Careless Conjuration: The Wizard mispronounces a syllable, causing the spell to backfire, knocking them to the ground. The Wizard suffers a single Strength 4 hit with an AP of -1. 8-9 Barely Controlled Power: The Wizard manages to control the magic, but at the expense of great power. The spell is cast (at its casting value, for the purpose of dispel attempts). However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn. 10-12 Power Drain: With a deafening boom, the summoned magic is unleashed and an unnatural calm descends. The spell is cast with a perfect invocation. However, you cannot attempt to cast any more spells for the remainder of the current turn. Templates Armour Piercing Templates Armour Piercing Armour Piercing"},"2399":{"id":"magic/prose/miscasts-and-perfect-invocations","path":"magic/prose/miscasts-and-perfect-invocations","title":"Miscasts & Perfect Invocations","pathText":"magic prose miscasts and perfect invocations","type":"rule","body":"Should a Wizard mispronounce a single word, the magic they are wielding might shatter its bindings in a burst of energy. At other times, the Wizard may channel the Winds of Magic with near-perfection, and the magic will burst forth irresistibly."},"2400":{"id":"magic/prose/outclassed-in-the-art","path":"magic/prose/outclassed-in-the-art","title":"Outclassed in the Art","pathText":"magic prose outclassed in the art","type":"rule","body":"If a natural double 1 is rolled when attempting a Wizardly dispel, the Wizard is outclassed by their opponent's skill. Roll immediately on the Miscast table to see what fate befalls your Wizard (changing references from 'cast' to 'dispel' and from 'perfect invocation' to 'unbinding'). Miscast Table"},"2401":{"id":"magic/prose/outclassed-in-the-art-and-unbinding","path":"magic/prose/outclassed-in-the-art-and-unbinding","title":"Outclassed in the Art & Unbinding","pathText":"magic prose outclassed in the art and unbinding","type":"rule","body":"Sometimes, no matter the skill of the casting Wizard, the Winds of Magic prove fickle and a spell is destined to unbind. At other times, a Wizard can be so outclassed by their opponent's skill that they are themselves bombarded by magical energy: Unbinding Outclassed in the Art Unbinding Outclassed in the Art"},"2402":{"id":"magic/prose/perfect-invocations","path":"magic/prose/perfect-invocations","title":"Perfect Invocations","pathText":"magic prose perfect invocations","type":"rule","body":"If a natural double 6 is rolled when making a Casting roll, the spell is cast regardless of its casting value or of any modifiers that may apply to the Casting roll. A perfect invocation cannot be dispelled."},"2403":{"id":"magic/prose/perfect-invocations-remains-in-play","path":"magic/prose/perfect-invocations-remains-in-play","title":"Perfect Invocations (Remains In Play)","pathText":"magic prose perfect invocations remains in play","type":"rule","body":"A Remains in Play spell cast with a perfect invocation cannot be dispelled immediately, but may be dispelled in the Conjuration sub-phase of a subsequent turn, as described above."},"2404":{"id":"magic/prose/range-self-spells","path":"magic/prose/range-self-spells","title":"Range 'Self' Spells","pathText":"magic prose range self spells","type":"rule","body":"Spells with a range of 'Self' do not require a target, instead being focused upon the casting Wizard. Some such spells have an 'aura' of effect, measured from the caster. As mentioned previously, a Wizard can cast a range 'self' spell whilst engaged in combat."},"2405":{"id":"magic/prose/remains-in-play","path":"magic/prose/remains-in-play","title":"Remains in Play","pathText":"magic prose remains in play","type":"rule","body":"Some spells are marked 'Remains in Play'. Such spells stay in effect indefinitely when cast. They only come to an end when the caster is slain, chooses to end the spell (which they can do at the start of any sub-phase) or leaves the battlefield. The casting Wizard can continue to cast other spells (but not the same Remains in Play spell) as it requires only a little concentration to keep a Remains in Play spell going."},"2406":{"id":"magic/prose/spell-categories","path":"magic/prose/spell-categories","title":"Spell Categories","pathText":"magic prose spell categories","type":"rule","body":"Spells fall into six categories. These determine during which phase of the game they can be cast. These are: Enchantment Hex Conveyance Magic Missiles Magical Vortex Assailment Enchantment Hex Conveyance Magic Missiles Magical Vortex Assailment"},"2407":{"id":"magic/prose/spell-duration","path":"magic/prose/spell-duration","title":"Spell Duration","pathText":"magic prose spell duration","type":"rule","body":"Many spells are cast instantly and their effect is worked out straight away. In such cases, the spell has no further effect until cast again. However, some spells last for longer than this, for one or more phases or turns. For example, some spells expire at the end of the casting player's current turn, whilst other spells last until the start of the next round, expiring at the beginning of the casting player's next Start of Turn sub-phase."},"2408":{"id":"magic/prose/spell-resolution","path":"magic/prose/spell-resolution","title":"Spell Resolution","pathText":"magic prose spell resolution","type":"rule","body":"Once a spell has been successfully cast and if the enemy has failed their dispel attempt (or not even made a dispel attempt!), the casting is complete and the spell's effect is now resolved. Each spell in Warhammer: the Old World provides all the information you need."},"2409":{"id":"magic/prose/spells-and-spell-generation-magic","path":"magic/prose/spells-and-spell-generation-magic","title":"Spells & Spell Generation (Magic)","pathText":"magic prose spells and spell generation magic","type":"rule","body":"See also: Spells & Spell Generation Players randomly generate spells for each of their Wizards before armies are deployed. If your army contains more than one Wizard, you may generate spells for each in an order of your choosing. Each Lore of Magic contains seven spells: six numbered (1-6) and a seventh 'signature' spell. To determine the spells your Wizard knows, roll a number of D6 equal to their Level of Wizardry, re-rolling any duplicate results. The result(s) show which spell(s) your Wizard knows. If you wish, your Wizard may then discard one of these randomly generated spells and instead select the signature spell of their chosen Lore of Magic. Any number of Wizards in your army may do this. Spells & Spell Generation"},"2410":{"id":"magic/prose/types-of-dispel","path":"magic/prose/types-of-dispel","title":"Types of Dispel","pathText":"magic prose types of dispel","type":"rule","body":"Before making a dispel attempt, you must first decide if one of your Wizards will attempt a Wizardly Dispel, or if you will trust to fate and attempt a Fated Dispel. Wizardly Dispel Fated Dispel"},"2411":{"id":"magic/prose/unbinding","path":"magic/prose/unbinding","title":"Unbinding","pathText":"magic prose unbinding","type":"rule","body":"If a natural double 6 is rolled when attempting any type of dispel, the magic unbinds and the spell is dispelled and immediately ends, regardless of the casting result. Note that a perfect invocation cannot be dispelled, even by an unbinding. Perfect Invocations"},"2412":{"id":"magic/prose/wizardly-dispel","path":"magic/prose/wizardly-dispel","title":"Wizardly Dispel","pathText":"magic prose wizardly dispel","type":"rule","body":"To attempt a Wizardly dispel, nominate a single Wizard in your army that is within 'Dispel range' of the Wizard that cast the spell. Dispel range varies depending upon the Level of the Wizard nominated: Level 1 and Level 2 Wizards have a Dispel range of 18\". Level 3 and Level 4 Wizards have a Dispel range of 24\". Wizards that are fleeing or that are not on the battlefield cannot be nominated. Wizards that are engaged in combat can only be nominated to dispel spells that target them or their unit."},"2413":{"id":"magic/prose/wizards","path":"magic/prose/wizards","title":"Wizards","pathText":"magic prose wizards","type":"rule","body":"Only beings that possess awesome mental might can even hope to bend the powers of magic to their will. Lesser persons would be consumed in an instant, their souls torn apart by terrible energies. In Warhammer: the Old World, all models that can cast spells are known collectively as 'Wizards', although specific armies might use other terms. You may see names such as sorcerer, shaman or seer, for example, but all of these and others are considered to be types of Wizard."},"2414":{"id":"magic/prose/wizards-and-armour","path":"magic/prose/wizards-and-armour","title":"Wizards & Armour","pathText":"magic prose wizards and armour","type":"rule","body":"Generally speaking, Wizards dislike armour. Its stifling bulk creates a deadening aura about the Wizard's physical body that blinds their Mage sight and makes it all but impossible for them to manipulate the Winds of Magic. To represent this, a Wizard cannot wear armour or carry a shield. Should a Wizard ever do so, they are unable to make any Casting or Dispel rolls. This penalty applies to all armour and shields, magical or otherwise, but does not include barding (which is worn not by the Wizard, but by their mount). Note, however, that there are some exceptions. Certain special rules, such as 'Chaos Armour' (found in the Warriors of Chaos army list), make a Wizard exempt from this penalty. Similarly, some suits of magical armour are crafted in such a way as to be exempt from this penalty."},"2415":{"id":"matched-play/prose","path":"matched-play/prose","title":"Matched Play","pathText":"matched play prose","type":"rule","body":"This section is not a part of the Warhammer: The Old World rulebook but is part of the Matched Play Guide supplement. The relevant sections of the Matched Play Guide have been included here."},"2416":{"id":"matched-play/prose/additional-rules","path":"matched-play/prose/additional-rules","title":"Additional Rules","pathText":"matched play prose additional rules","type":"rule","body":"As well as the matched play formats we have already covered, there are many other wonderful adaptations that organisers enjoy implementing to present fresh challenges to players. In this section, we will cover Escalation events and how to add Secret objectives to your matched play events."},"2417":{"id":"matched-play/prose/alliances","path":"matched-play/prose/alliances","title":"Alliances","pathText":"matched play prose alliances","type":"rule","body":"In Doubles play, players treat their partner's force as if it were an allied contingent. When determining the type of alliance between the two contingents, most alliances will be Trusted allies. However, sometimes an ally may be noted in the Primary forces composition list as Uneasy or even Suspicious, In such cases, the alliance between the two forces is more fractious than most. For example, Danny and Connor have decided to team up for a Doubles event. Connor is taking command of the Primary force and has drawn his muster list from the Empire of Man Grand Army composition List. Danny considers drawing his muster list from the Wood Elf Realms Grand Army composition list, but instead chooses the Knightly Order Army of Infamy composition list, ensuring their armies are Trusted rather than Suspicious allies. Allied Contingents Types of Alliance Uneasy Allied Contingents Suspicious Allied Contingents"},"2418":{"id":"matched-play/prose/an-alliance-of-warlords","path":"matched-play/prose/an-alliance-of-warlords","title":"An Alliance of Warlords","pathText":"matched play prose an alliance of warlords","type":"rule","body":"Team events offer players another thrilling opportunity to enjoy battles set in the Old World, allowing them to come together and defeat their enemies. Instead of battling through the highs and lows of a matched play event alone, team events let groups of friends stand together as one, taking on all who would oppose them and proving that they are the mightiest heroes or the deadliest villains in all of the Old World. For many players, being able to revel in the excitement of an event with friends and comrades is one of the best aspects of attending a Warhammer: the Old World event. It is for this reason that team events are often touted as peoples favourite events to attend."},"2419":{"id":"matched-play/prose/army-composition","path":"matched-play/prose/army-composition","title":"Army Composition","pathText":"matched play prose army composition","type":"rule","body":"The army composition rules given in the Warhammer: the Old World rulebook give players great freedom to create their ideal army. However, when writing muster lists for matched play events, players may prefer tighter restrictions. The organisers of a matched play event should specify which of the following sets of army composition rules their event will use."},"2420":{"id":"matched-play/prose/army-composition-doubles-events","path":"matched-play/prose/army-composition-doubles-events","title":"Army Composition (Doubles Events)","pathText":"matched play prose army composition doubles events","type":"rule","body":"A 'Doubles army' will always consist of two muster lists, one of which will be the Primary force, the other of which will be the Secondary force, each controlled by a different player. Each muster list must be built to the same points limit, with each making up no more than half of the total points limit and following the usual rules for matched play army construction. Obviously, named characters are unique and each may only be included once in a Doubles army. Teams should choose which army composition list to draw their Primary force from first, and then draw their Secondary force from either any of the army composition lists found under the 'Allies' section of the Primary forces army composition list, or from the same army composition list. For example, Jonathan decides his muster list is going to be drawn from the Beastmen Brayherds Grand Army composition list. This means that Dave can draw his muster list from either the same composition list, or any of the options found under the 'Allies' section of the Beastmen Brayherds Grand Army composition list. Finally, should one player's muster list have unspent points, these cannot be spent by the other player. For example, Jonathan and Dave are playing as a team, each with a 1,000 point contingent. Although Dave has only spent 994 of his points, he cannot give his remaining 6 points to Jonathan. Army Composition"},"2421":{"id":"matched-play/prose/army-lists-matched-play","path":"matched-play/prose/army-lists-matched-play","title":"Army Lists (Matched Play)","pathText":"matched play prose army lists matched play","type":"rule","body":"At team events, each Grand Army composition list and Army of Infamy composition list can only be used once in each team. This means that teams will need to work together throughout the army building process to ensure that each player is drawing their force from a unique army composition list. For example, Jonathan and Stuart both wish to use Beastmen at an upcoming team matched play event. However, as they are on the same team, they cannot both draw their army list from the same composition list. So, Jonathan and Stuart have a discussion and decide that Jonathan will draw his force from the Minotaur Blood Herd Army of Infamy composition list, giving Stuart the choice of the Beastmen Brayherds Grand Army composition list or the Wild Herd Army of Infamy composition list."},"2422":{"id":"matched-play/prose/assassination","path":"matched-play/prose/assassination","title":"Assassination","pathText":"matched play prose assassination","type":"rule","body":"To fulfil this objective, you must kill all of your opponent's characters. Any enemy characters that have fled off the battlefield, or that are fleeing at the end of the battle, count towards fulfilling this objective. If you fulfil this objective, you win a bonus of 150 VP."},"2423":{"id":"matched-play/prose/baggage-trains","path":"matched-play/prose/baggage-trains","title":"Baggage Trains","pathText":"matched play prose baggage trains","type":"rule","body":"The destruction of an army's supply train can bring a campaign to a grinding halt as soldiers succumb to the need to find food and fresh water. To represent this, baggage trains may be used as a Secondary objective. A baggage train should be represented by a miniature diorama occupying a 60 x 100 mm base. Baggage trains are treated as impassable terrain for the purposes of movement, but are ignored for the purposes of line of sight. Placing Baggage Trains Baggage trains are placed after the battlefield has been set up but before deployment begins. Each player places their baggage train on the battlefield so that it is wholly within their deployment zone and at least 3\" away from any battlefield edge. Baggage trains may not be placed within a terrain feature of any type or straddling a low linear obstacle. Once placed on the battlefield, a baggage train cannot be moved for any reason. Controlling Baggage A baggage train can be controlled by a single unit that is within 6\" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6\" of a baggage train, the closest unit controls it. However, if two or more eligible enemy units are equally close, the baggage train is contested' and neither unit controls it. Destroying Baggage A unit with a Unit Strength of 5 or more can attempt to destroy the enemy's baggage train by moving into base contact with it during the Remaining Moves sub-phase. Once a unit is in base contact with the enemy's baggage train, it begins the process of destroying it, shattering wagon wheels, sending camp attendants fleeing to the hills and putting supplies to the torch. Whilst a unit is in base contact with the enemy's baggage train it cannot shoot and can only cast spells with a range of 'Combat' or 'Self. If, at the beginning of their next Start of Turn sub-phase, the unit is still in base contact with the baggage train, has a Unit Strength of 5 or more, is not engaged in combat and is not fleeing, the baggage is destroyed and removed from the battlefield. Victory Points: For each baggage train a player controls at the end of the battle, that player wins a bonus of 100 VP. If a player destroys their opponent's baggage train, they win a bonus of 250 VP. Impassable Terrain Low Linear Obstacles Unit Strength Remaining Moves Start of Turn"},"2424":{"id":"matched-play/prose/beast-hunter","path":"matched-play/prose/beast-hunter","title":"Beast Hunter","pathText":"matched play prose beast hunter","type":"rule","body":"To fulfil this objective, you must kill all units in your opponent's army whose troop type is monster. Any enemy units whose troop type is monster that have fled the battlefield, or that are fleeing at the end of the battle, count towards fulfilling this objective. If you fulfil this objective, you win a bonus of 100 VP. Monsters"},"2425":{"id":"matched-play/prose/bounty-hunter","path":"matched-play/prose/bounty-hunter","title":"Bounty Hunter","pathText":"matched play prose bounty hunter","type":"rule","body":"To fulfil this objective, you must kill the most expensive unit in your opponent's army. Units that have fled off the battlefield, or that are fleeing at the end of the battle, count towards fulfilling this objective. If you fulfil this objective, you win a bonus of 75 VP."},"2426":{"id":"matched-play/prose/break-point-matched-play","path":"matched-play/prose/break-point-matched-play","title":"Break Point (Matched Play)","pathText":"matched play prose break point matched play","type":"rule","body":"If the Break Point game end condition is being used, players will battle until one or both players reach their army's break point. An army's break point is equal to a quarter (25%) of the total Unit Strength of the army at the beginning of the game. To calculate the break point of your army, add together the Unit Strength of every unit (including characters) in your muster list and divide that total by four, rounding fractions down. If, at the beginning of any Start of Turn sub-phase, the remaining Unit Strength of either army has fallen below its break point, that army is considered to have been 'Broken' At this point, the game ends as models begin to flee, crumble to dust, dematerialise and so forth. If, at the beginning of any Start of Turn sub-phase, both armies have fallen beneath their break point, the game will end and Victory Points will be totalled as normal. However, as both armies have suffered such terrible losses, a Marginal Victory is the best result either player can achieve, and a Marginal Loss is the worst result a player can achieve. Time Limit: Matched play events must often adhere to strict timings, whilst a game of Warhammer: the Old World can last several hours. To manage this, event organisers may set a time limit for each round. Once this is reached, the active player finishes the current phase of their turn and the game ends. Start of Turn Unit Strength Victory Points (Matched Play)"},"2427":{"id":"matched-play/prose/breaking-the-enemy","path":"matched-play/prose/breaking-the-enemy","title":"Breaking the Enemy","pathText":"matched play prose breaking the enemy","type":"rule","body":"If Break Point is being used as a game end condition, a player that Breaks the opposing army will win a bonus of 500 Victory Points. Game Length (Matched Play)"},"2428":{"id":"matched-play/prose/calming-of-the-winds","path":"matched-play/prose/calming-of-the-winds","title":"Calming of the Winds","pathText":"matched play prose calming of the winds","type":"rule","body":"You fulfil this objective once each time you dispel one of your opponent's spells with a Fated dispel. Each time you fulfil this objective, you win a bonus of 50 VP. Fated Dispel"},"2429":{"id":"matched-play/prose/captured-colours","path":"matched-play/prose/captured-colours","title":"Captured Colours","pathText":"matched play prose captured colours","type":"rule","body":"You fulfil this objective by capturing enemy standards as Trophies of War. If you capture: Two enemy standards, you win a bonus of 50 VP. Three enemy standards, you win a bonus of 100 VP. Four or more enemy standards, you win a bonus of 150 VP. Trophies of War (Matched Play)"},"2430":{"id":"matched-play/prose/choosing-scenarios","path":"matched-play/prose/choosing-scenarios","title":"Choosing Scenarios","pathText":"matched play prose choosing scenarios","type":"rule","body":"At the start of each round of a matched play event, the organiser must determine which scenario will be played and which, if any, of the Secondary objectives will be in use. Whilst many organisers will simply choose a scenario ahead of each round, choosing one at random from amongst those that have not yet been played at the beginning of each round is highly recommended. Once a scenario has been played, it cannot be played again unless all of the other scenarios have also already been played (in events that have more than six rounds, for example), in which case, the process begins again. By removing scenarios that have already been played from the selection, it means that players will experience a variety of different battles across the event. Pre-game Special Rules It is not uncommon for one or both players to have special rules that take effect prior to the game beginning. Unless stated otherwise, such rules take effect after deployment, but before the first turn begins. Should both players have such special rules or effects, a roll-off should determine which player resolves their effects or special rules first. Players will then alternate back and forth until both players have used any pre-game special rules they wish to use. Deployment In Matched Play All matched play scenarios use the alternating units deployment method, unless specified otherwise by the scenario. Alternating Units: If a scenario calls upon players to alternate deployment of units, the winner of a roll-off can choose which player will deploy the first unit. Players then take turns, each deploying a single, non-character unit within their deployment zone, saving characters until last. All of the war machines in your army must be deployed at the same time, but can be placed at different locations within your deployment zone. All of the characters in your army are deployed last, and all at the same time, but can be placed at different locations within your deployment zone. First Turn Once deployment is complete, the winner of a roll-off chooses who takes the first turn. The player that finished deploying their army first (including units that deployed using the Scouts special rule) adds +1 to their roll. Secondary Objectives (Matched Play) Scouts"},"2431":{"id":"matched-play/prose/combined-arms","path":"matched-play/prose/combined-arms","title":"Combined Arms","pathText":"matched play prose combined arms","type":"rule","body":"As described in the Warhammer: the Old World rulebook, the number of some of the available units is restricted. Under Combined Arms army rules, additional limits apply to any units and characters that are not otherwise restricted by the army composition list you are using. This encourages players to create tactically diverse armies, rather than relying too heavily upon a single unit type or the over proliferation of a certain type of character. Unless a unit or character is already restricted in some way by the army composition list you are using, a limit of: 0-3 applies to Characters 0-4 applies to Core units 0-3 applies to Special units 0-2 applies to Rare and Mercenary units For example, if you are fielding an Empire of Man army using the Grand Army composition list, you can only include 0-1 unit of Veteran State Troops per 1,000 points, but you can field as many units of Free Company Militia as you wish, as Core choices. When writing your muster list under Combined Arms rules, you can only include 0-4 units of Free Company Militia. The limit on Veteran State Troops remains unaffected. These numbers increase by one for every full 1,000 points of game size above 2,000 points. Units taken as Detachments do not count towards these limits. Note that these limitations do not apply to named characters and that, under Combined Arms army composition rules, mercenaries are always permitted. Allied contingents are permitted at the organiser's discretion. Number of Units"},"2432":{"id":"matched-play/prose/common-objectives","path":"matched-play/prose/common-objectives","title":"Common Objectives","pathText":"matched play prose common objectives","type":"rule","body":"These are objectives players can fulfil in most matched play games, depending upon the scenario being played. The Common objectives for all matched play games and VP are won for fulfilling them are described as follows: Dead or Fled The King is Dead Trophies of War Special Features Breaking the Enemy Dead or Fled (Matched Play) The King is Dead (Matched Play) Trophies of War (Matched Play) Special Features (Matched Play) Breaking the Enemy"},"2433":{"id":"matched-play/prose/cut-off-their-retreat","path":"matched-play/prose/cut-off-their-retreat","title":"Cut Off Their Retreat","pathText":"matched play prose cut off their retreat","type":"rule","body":"To fulfil this objective, you must have one of your units, with a Unit Strength of 15 or more (not counting units that are fleeing or that have succumbed to Stupidity), within 6\" of the longest edge of the battlefield within your opponent's deployment zone at the end of the battle. If you fulfil this objective, you win a bonus of 75 VP. Unit Strength"},"2434":{"id":"matched-play/prose/dead-or-fled-matched-play","path":"matched-play/prose/dead-or-fled-matched-play","title":"Dead or Fled (Matched Play)","pathText":"matched play prose dead or fled matched play","type":"rule","body":"The most usual way to win Victory Points is by destroying, routing or significantly reducing the fighting strength of enemy units: Each enemy unit that has been destroyed or that has fled off the battlefield is worth a number of Victory Points equal to 100% of its points cost. Each enemy unit that is fleeing at the end of the battle is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). For example, a unit that cost your opponent 351 points to field would be worth 176 Victory Points to you if it is fleeing when the battle ends. Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up)."},"2435":{"id":"matched-play/prose/domination","path":"matched-play/prose/domination","title":"Domination","pathText":"matched play prose domination","type":"rule","body":"Breaking the enemy, driving them from the field of battle and forcing them to flee to the distant hills is the surest way for an army to win the day. To represent this, Domination may be used as a Secondary objective. If so, the battlefield is divided into four equal quarters by drawing four imaginary lines - two from the middle of the two long board edges, and two from the middle of the two short edges - that meet in the centre of the battlefield, as shown opposite. Controlling A Quarter Control of each quarter of the battlefield is determined at the end of the game. To do this, the players add together the Unit Strength of each of their models that is completely within each quarter, not counting fleeing models. The player that has the highest Unit Strength within a quarter controls it. Victory Points: For each quarter of the battlefield a player controls, they win a bonus of 100 VP. In addition: If the Unit Strength of the models controlling a quarter is more than twice that of the enemy, the controlling player wins an additional 50 VP. If a player controls a quarter uncontested i.e., if their opponent has a Unit Strength of zero within that quarter), the controlling player wins an additional 100 VP. Unit Strength"},"2436":{"id":"matched-play/prose/doubles-events","path":"matched-play/prose/doubles-events","title":"Doubles Events","pathText":"matched play prose doubles events","type":"rule","body":"Doubles events are ever-popular and enjoyable. Joining forces with a friend, using your collective gaming experience to seek victory, and combining your collections to create a single army are just some of the reasons why Doubles events are well-attended. The following sections introduce some additional rules for anyone wishing to run a Doubles event, or simply for playing Doubles games with and against regular opponents."},"2437":{"id":"matched-play/prose/duel-of-kings","path":"matched-play/prose/duel-of-kings","title":"Duel of Kings","pathText":"matched play prose duel of kings","type":"rule","body":"To fulfil this objective, you must kill your opponents General in a challenge. If you fulfil this objective, you win a bonus of 200 VP. The General (Characters) Challenges"},"2438":{"id":"matched-play/prose/escalation-events","path":"matched-play/prose/escalation-events","title":"Escalation Events","pathText":"matched play prose escalation events","type":"rule","body":"Escalation events see players begin with a smaller army, adding more units and more characters prior to subsequent rounds - though they cannot remove anything prior to a later round once it has been added to their starting army. In this way, players must field an army that constantly changes over the course of an event, presenting them with fresh challenges to overcome in each round. For example, at a two-day event, players might begin with a 1,000 point army which they use for their first two rounds. This army might then increase to 1,500 points for the second two rounds, before increasing to 2,000 points for the final two rounds. There are a couple of things that are important to remember when running an Escalation event. Firstly, at the start of the event, players will need to submit all of their muster lists for all of the points values at which they will be playing. Secondly, the organiser will need to make sure that they have taken the increased points values into account when deciding on how long each round should last."},"2439":{"id":"matched-play/prose/fire-the-artillery","path":"matched-play/prose/fire-the-artillery","title":"\"Fire the Artillery!\"","pathText":"matched play prose fire the artillery","type":"rule","body":"To fulfil this objective, you must cause an enemy unit to fail a Panic test and flee as a result of being shot at by a unit whose unit type is war machine. If you fulfil this objective, you win a bonus of 100 VP. Panic Tests War Machines"},"2440":{"id":"matched-play/prose/fixed-turn-limit","path":"matched-play/prose/fixed-turn-limit","title":"Fixed Turn Limit","pathText":"matched play prose fixed turn limit","type":"rule","body":"If a game is played to a fixed turn limit, it will last for six rounds."},"2441":{"id":"matched-play/prose/game-length-matched-play","path":"matched-play/prose/game-length-matched-play","title":"Game Length (Matched Play)","pathText":"matched play prose game length matched play","type":"rule","body":"Whilst most Warhammer: the Old World scenarios detail how long a game should last or under what circumstances a game will end, the matched play scenarios that follow each offer a choice of 'game end conditions'. Of these, a fixed turn limit is the default, but games might end after a random number of rounds have been played, or when one or both armies fall below their 'break point'. At a matched play event, the organiser should determine which of the possible game end conditions will apply when announcing the scenario. If there is any doubt as to which game end condition is in effect, the fixed turn limit game end condition takes effect."},"2442":{"id":"matched-play/prose/gather-your-allies","path":"matched-play/prose/gather-your-allies","title":"Gather Your Allies","pathText":"matched play prose gather your allies","type":"rule","body":"Throughout the tumultuous history of the Old World, there are countless stories of people coming together in times of great hardship and struggle, finding victory through their united efforts and unwavering loyalty to one another. As such, finding a group of like-minded friends, be they champions of good or notorious villains, is the first step on your team event journey! Team Size Anyone wishing to organise a team event will need to decide how many players each team will contain and convey that information to hopeful attendees. Teams can be whatever size the organiser wishes; some team events may require teams as small as three players, whilst a much larger one may ask for teams of eight or even nine players! Organisers are free to decide what size of team is best for their event, but we find that teams of four work best. For ease, the format presented here will assume that teams consist of four players each. If you wish to run an event with more or fewer than four players in each team, you will need to adapt some of the rules that follow to accommodate those numbers. Nominating a Team Captain It is the role of a team captain to ensure their team has all the information needed before and during the event. The team captain will be responsible for such things as organising list submission, collecting together and handing results to the scorekeeper at the end of each round, and passing on any information from the organiser to the rest of their team. It is usually best for the most organised member of the team, or the person with the most experience of matched play events, to take on this responsibility, as it will often ensure that things run nice and smoothly!"},"2443":{"id":"matched-play/prose/grand-melee","path":"matched-play/prose/grand-melee","title":"Grand Melee","pathText":"matched play prose grand melee","type":"rule","body":"When using Grand Melee army rules, the focus shifts from mighty Wizards, all-conquering lords of war and gigantic units towards the variety of warriors that fill the ranks of the Old World's armies. Players are encouraged to field diverse armies of infantry, cavalry and chariotry rather than rely too heavily upon the might of monsters, characters or excessively large units. To this end, the following restrictions apply when writing your muster list: You may not spend more than 25% of your army's total points value on a single character or unit. Your army may include any number of Level 1 or 2 Wizards, but may only include: 0-1 Level 3 Wizard per 1,000 points. 0-1 Level 4 Wizard per 2,000 points. No single unit may contain more than half (50%) of the total number of models in the army. Note that these limitations do not apply to named characters and that, under Grand Melee army composition rules, mercenaries are always permitted. Allied contingents are permitted at the organiser's discretion."},"2444":{"id":"matched-play/prose/hold-the-line-matched-play","path":"matched-play/prose/hold-the-line-matched-play","title":"Hold the Line (Matched Play)","pathText":"matched play prose hold the line matched play","type":"rule","body":"To fulfil this objective, you must have two of your units, each with a Unit Strength 10 or more (not counting units that are fleeing or that have succumbed to Stupidity), within your opponent's deployment zone at the end of the battle. If you fulfil this objective, you win a bonus of 75 VP. Unit Strength Stupidity"},"2445":{"id":"matched-play/prose/magical-dominion","path":"matched-play/prose/magical-dominion","title":"Magical Dominion","pathText":"matched play prose magical dominion","type":"rule","body":"To fulfil this objective, you must successfully cast three spells during a single turn, without having them dispelled by your opponent, and without suffering a miscast during the same turn. If you fulfil this objective, you win a bonus of 75 VP."},"2446":{"id":"matched-play/prose/matched-play-scenarios","path":"matched-play/prose/matched-play-scenarios","title":"Matched Play Scenarios","pathText":"matched play prose matched play scenarios","type":"rule","body":"The following sections detail six matched play scenarios. These are designed to challenge a player's ability to lead their army to glorious victory whilst forging the type of engaging narrative that games of Warhammer: the Old World thrive upon. These scenarios present a range of challenges for players to overcome. Some might favour a specific type of army or tactical approach over another, and this is quite intentional; securing victory from adversity is the measure of a skilled General. However, players should be aware that relying too heavily upon a narrow battle plan might lead to loss. Players are encouraged to write diverse muster lists for matched play events, capable of dealing with any challenge. In addition, whilst the scenarios that follow are designed for matched play events, players should note that they are ideal for use in their regular games."},"2447":{"id":"matched-play/prose/muster-for-war","path":"matched-play/prose/muster-for-war","title":"Muster for War","pathText":"matched play prose muster for war","type":"rule","body":"Each player will need an army with which to wage war for the duration of the event. However, as players are competing as part of a team, there are a few additional factors they will need to take into consideration when writing their muster lists. Army Composition"},"2448":{"id":"matched-play/prose/named-characters-matched-play","path":"matched-play/prose/named-characters-matched-play","title":"Named Characters (Matched Play)","pathText":"matched play prose named characters matched play","type":"rule","body":"The fate of the Old World has long been battled over by the champions of good, who fight for justice and honour, and the servants of evil, who seek dominion and destruction over all else. Yet, even heroes as mighty as Ungrim Ironfist, or villains as cunning as the Bray-Shaman Kralmaw, can only be in one place at a time. As such, each named character may only be included once within a team. This means that multiple players on the same team cannot field the same named character in their muster lists. For example, Dan wants to include Ogdruz Swampdigga in his Troll Horde, but Rob also wants to take the Troll-loving Shaman in his Orc & Goblin Tribes force. Rather than discuss the pros and cons of who should get to use him, the two of them do what any good Orc & Goblin generals would do and draw battlelines with the armies they intend to use for the event, agreeing that the winner will be allowed to use Ogdruz at the team event and the loser will have to find an alternative. After a close fought battle, Dan emerges victorious and takes Ogdruz to the event, leaving Rob to lick his wounds and amend his muster list."},"2449":{"id":"matched-play/prose/open-war","path":"matched-play/prose/open-war","title":"Open War","pathText":"matched play prose open war","type":"rule","body":"Used in conjunction with Grand Army and Army of Infamy composition lists, the army composition rules of the Warhammer: the Old World rulebook give players the most freedom of choice when writing their muster lists. In matched play, this is referred to as 'Open War' army composition rules. Note that, under these rules, mercenaries and allied contingents are always permitted. Army Lists (Warhammer Armies) Mercenaries (Warhammer Armies) Allied Contingents"},"2450":{"id":"matched-play/prose/organising-an-event-matched-play","path":"matched-play/prose/organising-an-event-matched-play","title":"Organising An Event (Matched Play)","pathText":"matched play prose organising an event matched play","type":"rule","body":"The following sections present advice for anyone planning a matched play event for Warhammer: the Old World. This section covers such things as the roles and responsibilities of those involved with the running of the event, the pairing of players, recommended scoring and much more."},"2451":{"id":"matched-play/prose/overwhelming-firepower","path":"matched-play/prose/overwhelming-firepower","title":"Overwhelming Firepower","pathText":"matched play prose overwhelming firepower","type":"rule","body":"To fulfil this objective, you must destroy an enemy unit in the Shooting phase that began that phase with a Unit Strength of 10 or more. If you fulfil this objective, you win a bonus of 75 VP. The Shooting Phase Unit Strength"},"2452":{"id":"matched-play/prose/placement-of-objective-markers","path":"matched-play/prose/placement-of-objective-markers","title":"Placement of Objective Markers","pathText":"matched play prose placement of objective markers","type":"rule","body":"The number of objective markers in use will determine how they are placed. Use the deployment map below that corresponds to the number of objective markers in use. Note that, in addition, each of these maps shows a battlefield divided into quarters. Strategic Locations (2) Place two objective markers. Place the first halfway between the centre of the battlefield and the middle of one long edge. Then, place the second objective marker on the opposite side of the battlefield, halfway between the centre and the middle of the other long edge, as shown here. Strategic Locations (3) Place three objective markers. Place the first in the centre of the battlefield. Then, place two more markers either side of the first. Each of these markers should be halfway between the central marker and the middle of one of the short battlefield edges, as shown here. Strategic Locations (4) Place four objective markers. Place each marker halfway between the centre of the battlefield and the middle of one of the battlefield's four edges, as shown here."},"2453":{"id":"matched-play/prose/placing-terrain-matched-play","path":"matched-play/prose/placing-terrain-matched-play","title":"Placing Terrain (Matched Play)","pathText":"matched play prose placing terrain matched play","type":"rule","body":"If, at a matched play event, the placement of the terrain is being done by the players, they should use the following method: Determine how many terrain features to set up, based on the size of your battlefield. From the terrain available the players choose a number of features, up to the maximum number of features needed. Once both players have chosen, the winner of a roll-off sets up the battlefield, placing the chosen terrain features as they see fit. With all of the terrain placed, the loser of the roll-off chooses D3+1 terrain features and rolls 2D6 and a Scatter dice for each: If an arrow is rolled on the Scatter dice, the terrain feature moves a number of inches equal to the roll of the 2D6 in the direction the arrow points, stopping should it touch another terrain feature or the edge of the battlefield. If a 'Hit!' is rolled on the Scatter dice, the terrain feature does not move. Terrain features can be placed anywhere on the battlefield, but not within 12\" of its centre and not within 3\" of another terrain feature. The only exceptions to this are terrain features specified by the scenario and special features. Should the players agree, or should the scenario require it, battlefield decorations can be placed in the same manner. Special Features (Matched Play)"},"2454":{"id":"matched-play/prose/random-game-length","path":"matched-play/prose/random-game-length","title":"Random Game Length","pathText":"matched play prose random game length","type":"rule","body":"If the Random Game Length game end condition is being used, then players will roll to determine if the game suddenly ends, or continues for another round. Starting at the end of the fifth round, roll a D6 at the end of each round and add the round number to the result. If the result is 10 or more, the battle ends immediately. If the total is less than 10, the battle continues for at least one more round."},"2455":{"id":"matched-play/prose/ranking","path":"matched-play/prose/ranking","title":"Ranking","pathText":"matched play prose ranking","type":"rule","body":"At a team event, players are working together to achieve victory, so the ranking system works slightly differently to a standard matched play event. Players are not ranked on their individual performances, but are instead ranked as a team, using their combined Tournament Points as described previously. This means that teams are matched up against other teams on a similar number of TP, rather than individuals being matched against one another. Tiebreakers Where teams are tied on the number of Tournament Points, there are a number of tiebreakers to use to determine which team is higher placed. These tiebreakers are very similar to the standard matched play tiebreakers, but they are cumulative. First Tiebreaker: The first tiebreaker is a team's Victory Point (VP) difference, which is the total number of VP scored by all the players on the team across all of their games, minus the number of VP conceded by each player on the team across all of their games. For example, at the end of the first round, Jonathan's team has played four games, scoring a total of 6,725 VP and conceding a total of 2,375 VP. This makes their Victory Point difference 4,350. Second Tiebreaker: If the teams are still tied after comparing the Victory Point difference, the second tiebreaker is the team's total number of Victory Points scored by each player on the team across all of their games. For example, at the end of round two, Connor has scored a total of 2,800 VP, Becky has scored 2,458, Ethan has scored 1,958 and Rob has scored 865 - giving the team a total of 8,081 VP scored. Third Tiebreaker: If teams are still tied, then the third tiebreaker is the number of Generals slain by each player on the team across all of their games. Further tiebreakers can be used at the organiser's discretion."},"2456":{"id":"matched-play/prose/roles-and-responsibilties","path":"matched-play/prose/roles-and-responsibilties","title":"Roles & Responsibilties","pathText":"matched play prose roles and responsibilties","type":"rule","body":"When it comes to organising and running a Warhammer: the Old World matched play event, making sure that everyone involved is aware of their responsibilities helps to ensure that things run smoothly and, most importantly, ensures that everyone has a good time! Organiser Every event needs an organiser, the person responsible for the planning and execution of the event itself. It will be their responsibility to think of things like the gaming space, accessibility for players getting to and from the venue, terrain for the tables, appointing any referees, scorekeepers and spare players, as well as being available both before the event and on the day to answer any questions that might come up. The organiser is in charge on the day, and all players and attendees must accept that the organiser has the final say and, though this should not have to happen, the right to penalise, expel or disqualify anyone for breaking the rules or behaving in an unsuitable fashion. It is also the organisers responsibility to check every player's muster lists, ensuring that they have been built to the correct specifications and there are no obvious errors. Often, the organiser can serve as the referee and/or scorekeeper if they wish; though in larger events it is best to delegate these roles to other people. Scorekeeper Any matched play event will need someone to act as the scorekeeper, which again is often the organiser at smaller events. The scorekeeper is responsible for ensuring the results of every game from each round are collected and to rank the players after each round is complete. The scorekeeper is also responsible for pairing players up each round, making sure event attendees know who they are playing against and on which table they are playing. Referee Every event will need a referee, a role that can easily be fulfilled by the organiser at smaller events, but that, at larger events, should be delegated to others. It is the job of the referees) to enforce the rules of the game should the need arise, to answer any rules questions that players might have and to resolve any disputes in a calm and impartial manner. Accordingly, a referee should have a strong knowledge of the game's rules, and have a copy of the Warhammer: the Old World rulebook to hand, as well as copies of Ravening Hordes, Forces of Fantasy and any relevant Arcane Journals, as well as any other supplements or errata. During the course of a matched play event, a referees ruling is final and all players must honour the rulings of a referee. Participation Part of the fun of organising a matched play event lies in participating. However, at larger events it is advisable that not everyone involved with organisation take part. Questions can arise at any time and it is sensible to have a referee available to answer questions in a timely manner. Spare Player Should circumstances conspire to prevent a player's attendance, having a spare player on hand - someone able to step in and play a game against an attendee who might otherwise be stranded with no opponent - can prove invaluable. A spare player should not endeavour to win the event and cannot win any awards, but should provide their opponents with challenging and engaging battles. If necessary, a referee, scorekeeper or the organiser can step in as a spare player, but it is advisable to have someone else ready to step in, the better to allow the organisation team to attend to their duties. The Attendees It can be odd to think of those attending a matched play event as having a role, but theirs is amongst the most important. Without attendees there can be no event! Each attendee is responsible for bringing their own miniatures, dice, rulebooks and other gaming aids. It is also expected that attendees will accept all of the tournament's rules, and familiarise themselves with the event's rulepack before attending."},"2457":{"id":"matched-play/prose/round-1","path":"matched-play/prose/round-1","title":"Round 1","pathText":"matched play prose round 1","type":"rule","body":"Prior to the first round, pair teams against one another randomly. Then, pair individual players within already paired teams using the team pairing system, as described in detail below. Subsequent Rounds After the first round, pair teams based on their ranking in the event. Team Pairing System Once the teams have been paired, they must decide who plays who from each team. The teams should be given fifteen minutes to do this before the start of the round. During this time, teams are allowed to review the other team's muster lists and must be told clearly which player is using which army list. Work through the following steps to determine individual match-ups. Throughout these steps, both teams choose players in secret and put them forward, before revealing their choices simultaneously: Step 1: Both teams choose one member to be their Vanguard player and put them forward, revealing their choices simultaneously. For example, after looking over their opponents muster lists, team 1 (Rob, Jonathan, Connor and Dave) secretly chooses Rob to be their Vanguard player. Team 2 (Agata, Dan, Alastair and Ethan) chooses Ethan. Step 2: Both teams then choose and put forward two of their members to be their Battleline players. With three members of each team chosen, the remaining players become their teams Rearguard players. Both teams then secretly nominate their two Battleline players to put forward against the Vanguard players. Team 1 chooses Jonathan and Dave as their Battleline players. Team 2 chooses Dan and Alastair. Step 3: Next, each team's Vanguard player chooses which of the opposing team's Battleline players they wish to face. This establishes the first two match-ups. Team 1's Vanguard player, Rob, chooses which of the opposing team's Battleline players he wants to play. He chooses Alastair. Team's Vanguard player, Ethan, chooses to play Dave. Step 4: Finally, each team's Rearguard player is matched-up against the opposing team's un-matched Battleline player. Connor, team 1's Rearguard player, is then matched to play Dan, team 2's un-matched Battleline player. Finally, Agata is matched to play Jonathan. The Pairing of Players"},"2458":{"id":"matched-play/prose/rules-considerations","path":"matched-play/prose/rules-considerations","title":"Rules Considerations","pathText":"matched play prose rules considerations","type":"rule","body":"Due to the nature of Doubles games, certain rules (such as game end conditions and what is required to fulfil certain Common objectives) change slightly. Below are the key changes from standard matched play games for use in Doubles: Break Point If the Break Point game end condition is being used at a Doubles event, work out the combined Unit Strength of both players' forces to determine the break point of their army overall. The King is Dead When scoring the 'The King is Dead' Common objective at a Doubles event, if the enemy General of the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 100 Victory Points. If the General of the Secondary force is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 50 Victory Points. Trophies of War When scoring the 'Trophies of War' Common objective at a Doubles event, you win a bonus of 50 Victory Points for every enemy standard claimed as a trophy, as described on page 200 of the Warhammer: the Old World rulebook. Additionally, if the enemy Battle Standard Bearer in the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 50 Victory Points. Lastly, if the enemy Battle Standard Bearer in the Secondary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 25 Victory Points. Unit Strength"},"2459":{"id":"matched-play/prose/scenarios-doubles-events","path":"matched-play/prose/scenarios-doubles-events","title":"Scenarios (Doubles Events)","pathText":"matched play prose scenarios doubles events","type":"rule","body":"At a Doubles event, organisers should default to using the Doubles scenarios. If the event runs for more than three rounds, organisers are free either to repeat any of the Doubles scenarios, perhaps with different Secondary objectives, or to use any of the standard matched play scenarios. Secondary Objectives (Matched Play)"},"2460":{"id":"matched-play/prose/scoring-and-tiebreakers","path":"matched-play/prose/scoring-and-tiebreakers","title":"Scoring & Tiebreakers","pathText":"matched play prose scoring and tiebreakers","type":"rule","body":"In Warhammer: the Old World, 'Victory Points, or 'VP', are used to determine the victor of each game, and matched play games are no different in this regard. This supplement expands on the rules given in the Warhammer: the Old World rulebook, providing additional rules for determining the winner based upon Victory Points, and additional ways in which they can be won. Tournament Scoring At the end of each game, both players calculate the total number of Victory Points they have scored. They then calculate the difference between their Victory Point scores and consult the table below to determine the result of the game and to see how many 'Tournament Points', or 'TP', are awarded to each player: If a player achieves a Crushing Victory result, then their opponent will suffer a Crushing Defeat. If a player earns a Marginal or Resounding Victory, then their opponent will suffer a Marginal or Resounding Defeat respectively. Tournament Points Table Player Result Tournament Points Crushing Defeat (CD) 0 Resounding Defeat (RD) 1 Marginal Defeat (MD) 2 Draw (D) 3 Marginal Victory (MV) 4 Resounding Victory (RV) 5 Crushing Victory (CV) 6 For example, in a matched play event, where players are fielding 2,000 point armies in their games, Jonathan beats Rob by a Victory Point difference of 1,524. This would mean that Jonathan has won a Crushing Victory, and Rob has suffered a Crushing Defeat. This awards Jonathan 6 Tournament Points, whereas Rob would receive 0. On the next table, Connor beat Dave by a Victory Point difference of 476, granting him a Marginal Victory and Dave a Marginal Defeat. This would award Connor 4 Tournament Points, whereas Dave would receive 2 Tournament Points. Recording Results At the end of each game, both players must record the result and report it to the scorekeeper. This includes who won, lost or drew, how many Tournament Points were scored by each player, the Victory Points scored by each player and if either player killed the enemy General, as well as any other information requested by the scorekeeper. Victory Points Table VP Difference Up to 1,000 1,001-1,500 1,501-2,000 2,001-3,000 3,001+ 0-100 D D D D D 101-200 MV D D D D 201-300 MV MV D D D 301-450 RV MV MV D D 451-600 RV MV MV MV D 601-750 RV RV MV MV MV 751-950 CV RV RV MV MV 951-1,150 CV RV RV RV MV 1,151-1,400 CV CV RV RV RV 1,401-1,700 CV CV CV RV RV 1,701-2,500 CV CV CV CV RV 2,501+ CV CV CV CV CV Ranking Players are ranked according to the number of Tournament Points they have scored; the more Tournament Points a player has, the higher they will be in the standings. When players are tied on the number of Tournament Points they have, tiebreakers are used to determine their place in the standings: 1st Tiebreaker - Total VP: This is the total number of VP a player has won, as already determined above. 2nd Tiebreaker - VP Won for Secondary Objectives: This is the total number of VP a player has won for securing Secondary objectives. 3rd Tiebreaker - Enemy Generals Slain: The third tiebreaker is the number of enemy Generals each player has slain across the event. Further tiebreakers can be used at the organiser's discretion. These could be anything from 'favourite opponent votes', 'Secret objectives scored' (if using the Secret objectives), or anything else the organiser wishes. However, the organiser should make it clear to all attendees before the event which tiebreakers will be in use and in what order. Victory Points (Warhammer Battles) Victory Points (Matched Play) Secondary Objectives (Matched Play) Secret Objectives (Matched Play)"},"2461":{"id":"matched-play/prose/scoring-and-tiebreakers-team-events","path":"matched-play/prose/scoring-and-tiebreakers-team-events","title":"Scoring & Tiebreakers (Team Events)","pathText":"matched play prose scoring and tiebreakers team events","type":"rule","body":"In a team event, individuals score Tournament Points (TP) as normal, following the standard rules for scoring and tiebreakers given on page 10. At the end of each round, the TP scored by each member of a team are added together, giving the team's TP score for that round. This means there is a maximum of 24 TP available per round at events with four players per team. For example, Jonathan's team achieves three Crushing Victories and one Draw. The team scores 21 TP: 6 points for each Crushing Victory and 3 for the Draw. As the event progresses, a team's TP score accrues after each round, giving the team's total TP score. This means that, in a five round tournament, a team could accrue a maximum of 120 ТР. At the end of each round, players must record the result of their game and provide this information to their team captain, who will then hand in all of their team's results at once to the scorekeeper when all of their team's games have been completed. The scorekeeper should record each team's score for each round, and each team's accrued score for the tournament."},"2462":{"id":"matched-play/prose/secondary-objectives-matched-play","path":"matched-play/prose/secondary-objectives-matched-play","title":"Secondary Objectives (Matched Play)","pathText":"matched play prose secondary objectives matched play","type":"rule","body":"Whilst the spectacle of two rival armies drawing battlelines across an open field in preparation for a grim and bloody fight to the death is unmistakably captivating, battles in the Old World are seldom such simple matters. Armies fight for control of land, to protect sacred sites, to seize vital resources or to burn and scatter an enemy's victuals."},"2463":{"id":"matched-play/prose/secret-objectives-matched-play","path":"matched-play/prose/secret-objectives-matched-play","title":"Secret Objectives (Matched Play)","pathText":"matched play prose secret objectives matched play","type":"rule","body":"These are a range of additional objectives that players try to achieve for additional Victory Points. The twist is that not all Secret objectives are achievable by every army or in every game, and that with each passing round the players must choose a single objective from a diminishing pool: When writing their muster lists for a matched play event at which Secret objectives are in use, each player must choose and list six Secret objectives from the 12 listed below. At the start of each game, each player must choose one of their Secret objectives and make a note of it on a piece of paper which should then be placed face-down at the edge of the battlefield, in sight of their opponent. At the end of the game, when calculating Victory Points, both players reveal their Secret objective. If either has achieved their objective, they win a VP bonus as stated in the Secret objective's description. After each round, when submitting results to the scorekeeper, each player must also record which Secret objective they chose for that round, and whether they were successful in achieving it. Once a Secret objective has been selected, it cannot be selected again for the remainder of the event. Assassination Magical Dominion Duel of Kings Calming of the Winds Beast Hunter Wizard's Bane Hold the Line Overwhelming Firepower Cut Off Their Retreat \"Fire the Artillery!\" Captured Colours Bounty Hunter Assassination Magical Dominion Duel of Kings Calming of the Winds Beast Hunter Wizard's Bane Hold the Line (Matched Play) Overwhelming Firepower Cut Off Their Retreat \"Fire the Artillery!\" Captured Colours Bounty Hunter"},"2464":{"id":"matched-play/prose/setting-up-terrain","path":"matched-play/prose/setting-up-terrain","title":"Setting Up Terrain","pathText":"matched play prose setting up terrain","type":"rule","body":"The first and most simple method is for the organiser and referees to set up the terrain prior to the start of the event, ensuring that the terrain remains balanced and fair on each table in subsequent rounds. Should different scenarios require different terrain, the organiser and referee should take the time between rounds to alter the tables accordingly. The second method is to have the players at the event use the placing terrain rules.. How Much Terrain? If there is too much terrain, units will struggle to manoeuvre. If there is too little, the battlefield will be sparse and uninteresting. The best guide is to use one terrain feature per 12\" of the longest table edge (rounded up to the nearest 12\"). For example, if the longest table edge is 72\", six features should suffice. Size of Terrain As a rule, a terrain feature should be no less than 2\" and no more than 12\" across at its widest point. If it is less than 2\" across at its widest point, it should be treated as 'battlefield decoration' rather than terrain. To determine how the size of terrain affects how much you should use, follow this simple guide: Between 2\" and 8\" at its widest point - counts as one terrain feature. Between 8\" and 12\" at its widest point - counts as two terrain features. More than 12\" at its widest point - counts as three terrain features. Placing Terrain (Matched Play)"},"2465":{"id":"matched-play/prose/special-features-matched-play","path":"matched-play/prose/special-features-matched-play","title":"Special Features (Matched Play)","pathText":"matched play prose special features matched play","type":"rule","body":"If a scenario specifies that a special feature must be included, the player that controls it at the end of the battle will win a Victory Point bonus, as described in the feature's special rules and/or as described in the scenario."},"2466":{"id":"matched-play/prose/special-features-secondary-objectives","path":"matched-play/prose/special-features-secondary-objectives","title":"Special Features (Secondary Objectives)","pathText":"matched play prose special features secondary objectives","type":"rule","body":"In matched play scenarios, a special feature is a terrain feature that represents an important landmark upon the battlefield. This might be a grand statue depicting noble heroes, an arcane monolith erected to channel magical energy, or some other towering edifice of unknown origin. To represent such a landmark, a special feature may be used as a Secondary objective. A special feature is a terrain feature measuring no more than 6\" at its widest point. All special features are impassable terrain over which no line of sight can be drawn. Placing A Special Feature Special features are placed when setting up the battlefield. A special feature must be placed in the centre of the battlefield. Once placed, a special feature does not scatter. Controlling A Special Feature During each Start of Turn sub-phase, a special feature can be controlled by a single Core unit that is within 6\" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6\" of a special feature, the closest unit controls it. If two or more eligible units are equally close to a special feature, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to a special feature and both have the same Unit Strength, the special feature is 'contested' and neither unit controls it. Victory Points: Controlling an important landmark is a significant achievement. To represent this, if either player controls a special feature at the end of the battle, they win a bonus of 200 VP. Special Rules Unusual Properties Special features are possessed of ever-changing and highly unusual properties. During any Start of Turn sub-phase in which a unit is determined to be in control of a special feature, that unit's controlling player rolls on the table below to determine the special features current unusual property. The controlling unit benefits from that unusual property until the end of that turn: Unusual Properties Table D6 Unusual Property 1-2 A Tingle in the Air: The air around the special feature tingles strangely, and those that stand too close report of a funny taste in their mouths. Whilst a unit controls this special feature, it gains Magic Resistance (-3). 3-4 Honour Thy Forebears: Filled with a sense of righteous pride by the sight of this special feature, those that control it will defend it vigorously. Whilst a unit controls this special feature, it gains the Hatred (all enemies) special rule. 5-6 An Inspirational Sight: The special feature fills all who look upon it with courage and inspires them to ever greater acts of bravery. Whilst a unit controls this special feature, it gains the Unbreakable special rule. Placing Terrain (Matched Play) Start of Turn Unit Strength Stupidity Magic Resistance (-X) Hatred (X) Unbreakable"},"2467":{"id":"matched-play/prose/strategic-locations","path":"matched-play/prose/strategic-locations","title":"Strategic Locations (X)","pathText":"matched play prose strategic locations","type":"rule","body":"Controlling key points upon the field of battle is vital for success in war. To represent this, the Strategic Locations (X) may be used as a Secondary objective. If so, a number of objective markers equal to the number shown in brackets (shown here as 'X') are placed on the battlefield. Objective markers should be represented by a miniature diorama occupying a 40mm round base. Objective markers are a type of battlefield decoration, and they can represent many things, from wells offering fresh water to thirsty warriors, to treasure troves promising wealth to victorious commanders, from messengers carrying vital information to spies hoping to escape with precious secrets. Placing Objective Markers Objective markers are placed after the battlefield has been set up but before deployment begins, but may never be placed within 3\" of a terrain feature or straddling a low linear obstacle. If necessary, move the terrain by the smallest possible amount to allow the objective marker to be placed. Controlling Objective Markers At the end of each turn, an objective marker can be controlled by a single Core unit that is within 6\" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6\" of an objective marker, the closest unit controls it. If two or more eligible units are equally close to an objective marker, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to an objective marker and both have the same Unit Strength, the objective marker is 'contested' and neither unit controls it. Victory Points: For each objective marker a player controls at the end of each player's turn, they win a bonus of 30 Victory Points. Placement of Objective Markers Battlefield Decoration Unit Strength"},"2468":{"id":"matched-play/prose/team-events","path":"matched-play/prose/team-events","title":"Team Events","pathText":"matched play prose team events","type":"rule","body":"The following pages present some additional rules for anyone wishing to organise a team event, including rules considerations or amendments that must be made to accommodate teams of players rather than individuals. There are also all of the rules for players wanting to form a team, as well as guidance on the writing of muster lists for team events, and how such events are scored. A team event will use the standard matched play scenarios, and will determine them in the same way as a standard matched play event. All members of a team will play the same scenario in each round. Matched Play Scenarios"},"2469":{"id":"matched-play/prose/the-field-of-battle","path":"matched-play/prose/the-field-of-battle","title":"The Field of Battle","pathText":"matched play prose the field of battle","type":"rule","body":"In all games of Warhammer: the Old World, terrain is of vital importance, and this is no less true in matched play games. Not only does the terrain set the stage upon which epic battles can unfold throughout the event, it also provides tactical depth to the games, offering challenges to overcome and advantages to exploit. There are two ways that terrain can be set up."},"2470":{"id":"matched-play/prose/the-king-is-dead-matched-play","path":"matched-play/prose/the-king-is-dead-matched-play","title":"The King is Dead (Matched Play)","pathText":"matched play prose the king is dead matched play","type":"rule","body":"If the enemy General is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 100 Victory Points. Note, that this bonus does not apply to the General of an allied contingent. The General (Warhammer Armies)"},"2471":{"id":"matched-play/prose/the-pairing-of-players","path":"matched-play/prose/the-pairing-of-players","title":"The Pairing of Players","pathText":"matched play prose the pairing of players","type":"rule","body":"Organising players into pairs is of vital importance and, after the first round, the organiser of a matched play event should endeavour to pair together players who have been enjoying similar levels of success. Whilst the organiser of a matched play event is free to use any pairing system they wish, the methods detailed on the following pages are recommended. The First Round For the first round, players can be paired together randomly. If there is an odd number of players, then one player will either need to be paired with the spare player or be given a 'Bye' (see below). Spare Player If a player has been paired up with the spare player, they will play a game as normal and record the results as they would for any other game. When pairing subsequent rounds, the spare player should be left out and should always play the player at the bottom of the standings. If this player has already played against the spare player, simply pair the next lowest ranked player against the spare player instead. Byes Sometimes it may not be possible to provide a spare player for your event. In this case, the player that would normally be paired with the spare player (as described above) will instead receive a Bye. A Bye counts as having won a Crushing Victory, and the player counts as having won a number of VP equal to the size of the games being played. Concession Should a player ever have to concede a game, their opponent is considered to have won a Crushing Victory, and the player counts as having won a number of VP equal to the size of the games being played. Subsequent Rounds In subsequent rounds, the player who is highest in the standings will be matched against the player who is second in the rankings, whilst the player in third place will be matched against the player in fourth place. From there, the player who is fifth in the standings will be matched against the player who is sixth in the standings, and so on until all players have an opponent. If drawing a round in this way results in two players that have already faced one another being drawn to face one another again, the lowest ranked of the two players will swap places with the highest ranked player on the table below them. This system should be used for all rounds after the first, including the final round with but one exception - in the final round, players on the top tables (as determined by the organiser, but usually the tables on which the top 10% of the players are playing) should not swap opponents if they draw someone they have already played against; the two are clearly so equally matched that destiny has set them across from one another one last time! Table Rank Player 1 1 2 Connor Jonathan 2 3 4 Dave Danny 3 5 6 Becky Rob In this example draw, Dave and Danny have already played one another in a previous round and therefore cannot play again. As Danny is the lower ranked of the two, he will swap with the highest ranked player on the table shown here - which in this case, is Becky."},"2472":{"id":"matched-play/prose/trophies-of-war-matched-play","path":"matched-play/prose/trophies-of-war-matched-play","title":"Trophies of War (Matched Play)","pathText":"matched play prose trophies of war matched play","type":"rule","body":"You win a bonus of 50 Victory Points for every enemy standard claimed as a trophy. Additionally, if the enemy Battle Standard Bearer is slain, has fled off the battlefield or is fleeing when the game ends, you win another bonus of 50 Victory Points. Trophies of War (Warhammer Battles)"},"2473":{"id":"matched-play/prose/universal-rules","path":"matched-play/prose/universal-rules","title":"Universal Rules","pathText":"matched play prose universal rules","type":"rule","body":"All games played at a Warhammer: the Old World matched play event use the Warhammer: the Old World rulebook, Forces of Fantasy, Ravening Hordes and all relevant Arcane Journals, as well as the most recent FAQand Erratas as found at warhammer-community.com. All attendees are expected to know and adhere to the following rules: Miniatures Players must use official Citadel and Forge World miniatures at the event, and all models must be fully built, based and painted to a Battle Ready standard. Players must use the appropriate models for their army. Conversions are permitted at the organiser's discretion, as long as they clearly represent what they are meant to be. Attendees may wish to show converted models to the organiser prior to the event to ensure no issues arise. Conduct All games of Warhammer: the Old World should be played in a spirit of friendly competition and fair play. This is especially true of matched play, where emotions often run high as players compete to win great glory. All attendees of a matched play event are expected to treat one another with respect and behave in a mature and considerate manner, especially during any rules disputes."},"2474":{"id":"matched-play/prose/using-secondary-objectives-matched-play","path":"matched-play/prose/using-secondary-objectives-matched-play","title":"Using Secondary Objectives (Matched Play)","pathText":"matched play prose using secondary objectives matched play","type":"rule","body":"During the course of a matched play event, the organiser may choose to apply one or more Secondary objectives to any scenario. Each scenario includes recommended Secondary objectives, chosen to work best with that scenario, but organisers are free to use any of the Secondary objectives listed on the following pages in any scenario. Secondary objectives are as follows, and Victory Points are won for them as described in the relevant sections."},"2475":{"id":"matched-play/prose/victory","path":"matched-play/prose/victory","title":"Victory!","pathText":"matched play prose victory","type":"rule","body":"Battles in the Old World are won or lost by whichever General is able to outmanoeuvre their opponents and lay waste to their enemy with little sign of mercy. As such, in most matched play games of Warhammer: the Old World the victor is determined by how many Victory Points each player is able to win."},"2476":{"id":"matched-play/prose/victory-points-matched-play","path":"matched-play/prose/victory-points-matched-play","title":"Victory Points (Matched Play)","pathText":"matched play prose victory points matched play","type":"rule","body":"There are a number of ways in which players can win Victory Points (VP) during the course of a matched play game, all of which require players to fulfil certain objectives. These fall into two distinct categories - Common objectives, which are explained below, and Secondary objectives. Secondary Objectives (Matched Play)"},"2477":{"id":"matched-play/prose/wizards-bane","path":"matched-play/prose/wizards-bane","title":"Wizard's Bane","pathText":"matched play prose wizards bane","type":"rule","body":"To fulfil this objective, you must successfully dispel three of your opponent's spells in a single turn, without being Outclassed in the Art during the same turn. If you fulfil this objective, you win a bonus of 75 VP. Outclassed in the Art"},"2478":{"id":"model-and-unit-facing/prose","path":"model-and-unit-facing/prose","title":"Model & Unit Facing","pathText":"model and unit facing prose","type":"rule","body":"Most models have a front, flank and rear arc based on the direction they are facing. These arcs are used to determine what the model can see, and to determine the direction of an enemy charge. A model's front, flank and rear arcs extend out from the corners of its base at 45° angles, forming four 90° quadrants, as shown in Fig 103.1 below. A unit's facings are determined by the facing of its constituent models. Models can only draw a line of sight to things that lie within their 'vision arc'. Unless stated otherwise, models have a 90° vision arc, corresponding to their front arc."},"2479":{"id":"model-and-unit-facing/prose/line-of-sight","path":"model-and-unit-facing/prose/line-of-sight","title":"Line of Sight","pathText":"model and unit facing prose line of sight","type":"rule","body":"You will often need to determine if one model or unit has a line of sight to another. To check a line of sight between models, stoop down to look from the model's point of view: If a straight, uninterrupted line can be drawn from within the model's vision arc to any part of the other model, there is a line of sight. If no such line can be drawn to the other model due to intervening terrain, or without crossing over or through another model, there is no line of sight. A model is always within its own vision arc and always has a line of sight to itself and its unit. If at least one model in a unit has a line of sight to at least one model from another unit, that unit can 'see' the other unit. Note that models and units always block line of sight. Therefore, it is normally only the models in the front rank of a unit that have a line of sight."},"2480":{"id":"model-and-unit-facing/prose/obscured-line-of-sight","path":"model-and-unit-facing/prose/obscured-line-of-sight","title":"Obscured Line of Sight","pathText":"model and unit facing prose obscured line of sight","type":"rule","body":"Line of sight may be partly obscured by terrain features or by other models. In such cases, the other model or unit is said to be 'in cover'. To check if a model or unit is in cover, stoop down to look from the first model's point of view: If the other model or unit is fully visible, they are not in cover (i.e., they are 'in the open'). If up to half of the other model or unit is obscured, they are in partial cover. If more than half of the other model or unit is obscured, they are in full cover. The benefits of partial and full cover are discussed in more detail under the rules for shooting. Target Behind Partial Cover Target Behind Full Cover Cover Modifiers"},"2481":{"id":"model-profiles/prose","path":"model-profiles/prose","title":"Model Profiles","pathText":"model profiles prose","type":"rule","body":"The Citadel miniatures used to play games of Warhammer: the Old World are referred to as 'models' in the rules that follow. Models represent a huge variety of troops, each with its own skills and capabilities. To reflect this, each model has its own characteristics profile."},"2482":{"id":"model-profiles/prose/armour-value-model-profiles","path":"model-profiles/prose/armour-value-model-profiles","title":"Armour Value (Model Profiles)","pathText":"model profiles prose armour value model profiles","type":"rule","body":"Most models wear armour, and the type of armour they wear determines their armour value. However, in the case of large models with multiple riders or crew, such as monsters and chariots, an armour value is not always easy to determine. To avoid confusion, and if appropriate, such models will have an armour value given within their rules. Armour Value"},"2483":{"id":"model-profiles/prose/attacks","path":"model-profiles/prose/attacks","title":"Attacks (A)","pathText":"model profiles prose attacks","type":"rule","body":"This shows the number of attacks a model makes in combat. Most models have a single Attack. Elite troops, monsters or heroes may be able to strike several times and will usually have more Attacks."},"2484":{"id":"model-profiles/prose/ballistic-skill","path":"model-profiles/prose/ballistic-skill","title":"Ballistic Skill (BS)","pathText":"model profiles prose ballistic skill","type":"rule","body":"This shows how accomplished a model is with ranged weapons such as bows or handguns."},"2485":{"id":"model-profiles/prose/base-size","path":"model-profiles/prose/base-size","title":"Base Size","pathText":"model profiles prose base size","type":"rule","body":"With very few exceptions, all models used in a game of Warhammer: the Old World should be mounted upon a square or rectangular base, the dimensions of which are given here in millimetres (mm). Sometimes, a range of sizes will be given. In such cases, the base the model is provided with is the correct base to use. Base Sizes (Designer's note) As stated above, all models used in a game of Warhammer: the Old World should be mounted upon a correctly sized and shaped base. However, many players will have in their collections older models, the base sizes of which can vary. Whilst it is possible to play a game of Warhammer: the Old World without needing to re-base such models, in Matched Play events players are required to use correctly based models to ensure all aspects of the game are as fair as possible. To assist with re-basing an existing collection, separate bases are available as part of the Citadel Miniatures range."},"2486":{"id":"model-profiles/prose/characteristic-tests","path":"model-profiles/prose/characteristic-tests","title":"Characteristic Tests","pathText":"model profiles prose characteristic tests","type":"rule","body":"A model will sometimes be called upon to make a characteristic test. Such a test could be made against any characteristic the model has. For example, a Toughness test is a characteristic test. To make a characteristic test, roll a D6 and compare the result to the relevant characteristic on the model's profile. If the result is equal to or less than the value of the characteristic, the test is passed. If, however, the result is greater, the test has been failed. Where a model (or unit) has more than one value for the same characteristic, use the highest value. Automatic Pass and Fail When making a characteristic test a natural roll of 6 is always a failure, and a natural 1 is always a success, regardless of any other modifiers. Additionally, if the model has a characteristic of 0 or ' - ' it automatically fails the test."},"2487":{"id":"model-profiles/prose/characteristics-of-zero","path":"model-profiles/prose/characteristics-of-zero","title":"Characteristics of Zero","pathText":"model profiles prose characteristics of zero","type":"rule","body":"If a model has a characteristic of '0', it has no ability whatsoever in what the characteristic represents. This is seen most often with Ballistic Skill, as many models simply lack the ability to make any form of ranged attack. If any model or object has a Weapon Skill of 0 then it is unable to defend itself in combat, and any blows struck against it will therefore automatically hit. If at any time a model's Strength, Toughness or Wounds characteristic is reduced to 0, it is slain and removed from play."},"2488":{"id":"model-profiles/prose/characteristics-profile","path":"model-profiles/prose/characteristics-profile","title":"Characteristics Profile","pathText":"model profiles prose characteristics profile","type":"rule","body":"Each model in Warhammer: the Old World has a profile of nine characteristics: These are used to describe the various attributes of different models. All characteristics are rated on a scale from 0 to 10 – they cannot go below 0 and only in the rarest of cases will they rise above 10. These characteristics are: Movement (M) Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Wounds (W) Initiative (I) Attacks (A) Leadership (Ld) Movement (M) Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Wounds (W) Initiative (I) Attacks (A) Leadership (Ld)"},"2489":{"id":"model-profiles/prose/equipment","path":"model-profiles/prose/equipment","title":"Equipment","pathText":"model profiles prose equipment","type":"rule","body":"Almost all models carry equipment of some sort, from a simple sword or axe to an array of arms and armour. The equipment a model carries will be listed and is factored into its points value. Many models, particularly monsters, will have natural weapons listed as equipment, their claws, teeth and even breath weapons being the weapons they 'carry' into battle. The rules for many of the weapons and armour carried and worn by models can be found in the Weapons of War section. Weapons of War"},"2490":{"id":"model-profiles/prose/initiative","path":"model-profiles/prose/initiative","title":"Initiative (I)","pathText":"model profiles prose initiative","type":"rule","body":"This indicates how fast a model can react. In combat, Initiative dictates the order in which models fight."},"2491":{"id":"model-profiles/prose/leadership","path":"model-profiles/prose/leadership","title":"Leadership (Ld)","pathText":"model profiles prose leadership","type":"rule","body":"Leadership shows how courageous, determined and self-controlled a model is. A creature with a low Leadership characteristic is very unruly or cowardly, to say the least!"},"2492":{"id":"model-profiles/prose/leadership-tests","path":"model-profiles/prose/leadership-tests","title":"Leadership Tests","pathText":"model profiles prose leadership tests","type":"rule","body":"At various times, a model or unit might be called upon to make a Leadership test, or to otherwise test against Leadership in some way. To make a Leadership test, roll 2D6. If the result is equal to or less than the model's Leadership value, then the test has been passed. If the result is greater than the model's Leadership value, the test has been failed. This will all too often result in the unit fleeing. Whenever Leadership is used, a unit that contains models with different Leadership values will always use the highest – warriors naturally look to the most steadfast of their number for guidance. Automatic Pass and Fail When making a Leadership test a natural roll of 12 (i.e., rolling a double 6) is always considered to be a fail, regardless of any modifiers that might apply, whereas a natural roll of 2 (i.e., rolling a double 1) is always considered to be a pass. Flee!"},"2493":{"id":"model-profiles/prose/magic","path":"model-profiles/prose/magic","title":"Magic","pathText":"model profiles prose magic","type":"rule","body":"In Warhammer: the Old World, many models represent powerful Wizards, able to bend the Winds of Magic to their will. Whilst not all models are able to wield such powers, those that can have this information within their rules. This details the Lore(s) of Magic they can choose spells from and their Level of Wizardry. Magic is explained in greater detail Magic section. Levels of Wizardry Magic"},"2494":{"id":"model-profiles/prose/magic-items","path":"model-profiles/prose/magic-items","title":"Magic Items","pathText":"model profiles prose magic items","type":"rule","body":"Some models, notably named characters, are equipped with their own unique magic items. Where this is the case, these items will be described and their rules given along with the model's."},"2495":{"id":"model-profiles/prose/modifying-characteristics","path":"model-profiles/prose/modifying-characteristics","title":"Modifying Characteristics","pathText":"model profiles prose modifying characteristics","type":"rule","body":"The rules will often call for a characteristic to be modified. To do this, simply add or subtract the modifier(s) shown to the characteristic, effectively increasing or decreasing the value."},"2496":{"id":"model-profiles/prose/movement","path":"model-profiles/prose/movement","title":"Movement (M)","pathText":"model profiles prose movement","type":"rule","body":"This shows the number of inches a model can move on the battlefield under normal circumstances. For example, a Man with a Movement of 4 (M4) can move up to 4\"."},"2497":{"id":"model-profiles/prose/options","path":"model-profiles/prose/options","title":"Options","pathText":"model profiles prose options","type":"rule","body":"Many models have a number of options given. This includes a number of weapons they may be armed with, upgrades to their armour, and so forth. In the case of those models that form units, most have the option to upgrade some of their number to become command models. Command Groups"},"2498":{"id":"model-profiles/prose/other-model-information","path":"model-profiles/prose/other-model-information","title":"Other Model Information","pathText":"model profiles prose other model information","type":"rule","body":"In addition to its profile, a model's rules include other information vital to the game. What this is varies from model to model, and in many cases not all of the following information will be included for every model (not every model can use magic, for example)."},"2499":{"id":"model-profiles/prose/points-value","path":"model-profiles/prose/points-value","title":"Points Value","pathText":"model profiles prose points value","type":"rule","body":"Almost every model will have a points value given within its profile. Points values reflect a model's worth within its army. Most models have a basic points value that increases as various optional items of equipment (weapons, armour, magic items, for example) are added. By adding together the points values of all of the models you have selected, you find the total points value of your army. Knowing this enables players to play evenly matched battles. Points values and the rules for building an army are explained in greater detail in the Warhammer Armies section. Warhammer Armies"},"2500":{"id":"model-profiles/prose/special-rules","path":"model-profiles/prose/special-rules","title":"Special Rules","pathText":"model profiles prose special rules","type":"rule","body":"In addition to the special rules associated with their troop type, many models have one or more special rules. These fall into three broad categories: Universal Special Rules: These are rules that appear in all armies, a full list of these can be found in the Special Rules section. If a model has one or more universal special rules, their names will be listed as part of its rules. Army Special Rules: These are special rules unique to the army the model belongs to. If a model has one or more army special rules, their names will be listed as part of its rules. Unique Special Rules: Some models have special rules unique to them. If a model has one or more unique special rules, these will be listed as part of its rules. Note that army and unique special rules are included within each army list. Special Rules"},"2501":{"id":"model-profiles/prose/split-profiles-model-profiles","path":"model-profiles/prose/split-profiles-model-profiles","title":"Split Profiles (Model Profiles)","pathText":"model profiles prose split profiles model profiles","type":"rule","body":"Some models have two or more rows on their characteristics profile, often with gaps in each (shown as a dash ' - '). Each row represents a different model, combined together into a single profile. For example, one row might represent a rider, the next their mount. Split profiles are explained in greater detail in the advanced rules."},"2502":{"id":"model-profiles/prose/strength","path":"model-profiles/prose/strength","title":"Strength (S)","pathText":"model profiles prose strength","type":"rule","body":"Strength gives a measure of how strong a model is and how easily it can hurt an enemy it has struck in combat."},"2503":{"id":"model-profiles/prose/toughness","path":"model-profiles/prose/toughness","title":"Toughness (T)","pathText":"model profiles prose toughness","type":"rule","body":"This is a measure of a model's ability to resist physical damage and pain, and reflects such factors as the resilience of a creature's flesh and its ability to shrug off injury."},"2504":{"id":"model-profiles/prose/troop-type","path":"model-profiles/prose/troop-type","title":"Troop Type","pathText":"model profiles prose troop type","type":"rule","body":"All models have a troop type given as part of their rules. There are five broad categories of troop type: Infantry, Cavalry, Chariots, Monsters and War Machines, each of which is further divided into sub-categories. Additionally, some models have the word 'Character' in brackets after their troop type. This denotes that the model is a character, one of the brave and powerful heroes that lead an army. Troop types and their rules are explained in brief and in greater detail in the Advanced Rules. Characters are explained in greater detail in the Characters section. Troop Types at a Glance Troop Types in Detail Characters"},"2505":{"id":"model-profiles/prose/unique-equipment","path":"model-profiles/prose/unique-equipment","title":"Unique Equipment","pathText":"model profiles prose unique equipment","type":"rule","body":"Some models are equipped with items that are unique to them, equipment not found on any other models. In such cases, these items will be described and their rules given along with the model's."},"2506":{"id":"model-profiles/prose/unit-size","path":"model-profiles/prose/unit-size","title":"Unit Size","pathText":"model profiles prose unit size","type":"rule","body":"This tells you how many models of this type form a unit. Most often, this will be presented as a number followed by a '+' symbol, 5+ for example, indicating that a unit made up of this type of model must contain at least five models. In some cases, this may be a number range, 5-30 for example, indicating that a unit made up of this type of model must contain at least five models, but no more than thirty. In other cases, most notably in the case of characters, chariots or monsters, this will be presented as a simple number, usually a '1', telling you exactly how many models make up the unit. Forming Units"},"2507":{"id":"model-profiles/prose/weapon-skill","path":"model-profiles/prose/weapon-skill","title":"Weapon Skill (WS)","pathText":"model profiles prose weapon skill","type":"rule","body":"This defines how skilled a warrior is with their weapons, or how determined and vicious a monster is."},"2508":{"id":"model-profiles/prose/wounds","path":"model-profiles/prose/wounds","title":"Wounds (W)","pathText":"model profiles prose wounds","type":"rule","body":"This shows how much damage a model can take before it succumbs to its injuries. Most human-sized models have a single Wound. Large monsters and mighty heroes able to withstand more damage will usually have more Wounds."},"2509":{"id":"movement-in-detail/prose","path":"movement-in-detail/prose","title":"Movement in Detail","pathText":"movement in detail prose","type":"rule","body":"Moving an army is an important and often decisive part of the game. When opposing commanders are well matched, move and counter move can become complex and challenging as the rival armies search for an advantage. This section begins with the rules for basic movement and manoeuvre, before delving into the intricacies of charging and fleeing. Finally, you will find an explanation of how different types of battlefield terrain can hinder, or even halt, movement."},"2510":{"id":"movement-in-detail/prose/accidental-contact","path":"movement-in-detail/prose/accidental-contact","title":"Accidental Contact","pathText":"movement in detail prose accidental contact","type":"rule","body":"Sometimes, particularly during the push and pull of combat, units make accidental contact with enemy units. Should this prove unavoidable, there are several ways to resolve this. If a unit is contacted in its front arc, and if it is not itself already engaged in combat, the unit may either: Commit to combat, aligning against the enemy unit that made accidental contact with it (neither unit counts as having charged and both fight in Initiative order). Give Ground to avoid being drawn into an unwanted combat. However, if a unit is accidentally contacted in its flank or rear arc, or is itself already engaged in combat, its owning player must move it (and, if necessary, any units it is in combat with) aside by the minimum amount necessary to ensure it is both 1\" away from the unit that accidentally contacted it and still engaged in its own combat. Give Ground"},"2511":{"id":"movement-in-detail/prose/accidental-contact-during-a-charge","path":"movement-in-detail/prose/accidental-contact-during-a-charge","title":"Accidental Contact During a Charge","pathText":"movement in detail prose accidental contact during a charge","type":"rule","body":"A charging unit might find its path unexpectedly blocked by another enemy unit, usually one that has fled from another charge. If the charging unit is able to wheel to avoid the unit and complete its charge, it should. If this is not possible, or if doing so will cause a failed charge, the charging unit has two options – it can halt its charge, or it can continue ahead."},"2512":{"id":"movement-in-detail/prose/accidental-contact-when-running-down-the-foe","path":"movement-in-detail/prose/accidental-contact-when-running-down-the-foe","title":"Accidental Contact When Running Down the Foe","pathText":"movement in detail prose accidental contact when running down the foe","type":"rule","body":"A charging unit that has chosen to run down a fleeing charge target may make accidental contact with another enemy unit. When this happens, the charging unit is considered to have redirected its charge against that unit and the fleeing unit escapes. If the charging unit makes accidental contact with two or more enemy units, treat it as you would a unit charging multiple charge targets, as described previously. Redirecting a Charge"},"2513":{"id":"movement-in-detail/prose/aligning-to-the-enemy","path":"movement-in-detail/prose/aligning-to-the-enemy","title":"Aligning to the Enemy","pathText":"movement in detail prose aligning to the enemy","type":"rule","body":"Usually, moving a charging unit in the manner described will leave it and the charged unit in base contact at a peculiar angle with an odd gap in between. In a real battle warriors would quickly move to attack their enemies and, in so doing, close the gap – which is exactly what happens in the game. Once the charging unit contacts the charge target, it must perform a second, free wheel (if required) to bring its front facing into flush contact with the facing of the enemy unit that has been charged, as shown in Fig 126.4."},"2514":{"id":"movement-in-detail/prose/basic-movement","path":"movement-in-detail/prose/basic-movement","title":"Basic Movement","pathText":"movement in detail prose basic movement","type":"rule","body":"The most basic move any model or unit can make is to move forward a number of inches up to its Movement characteristic, as shown in Fig 123.1. If there is more than one Movement characteristic within a unit, the entire unit moves at the rate of the slowest model. Units arrayed in rank and file are cumbersome, and find it hard to change direction. Models (and units) must move forward in a straight line, unless performing a manoeuvre."},"2515":{"id":"movement-in-detail/prose/battlefield-decoration-movement","path":"movement-in-detail/prose/battlefield-decoration-movement","title":"Battlefield Decoration (Movement)","pathText":"movement in detail prose battlefield decoration movement","type":"rule","body":"Some terrain features are so small that, whilst they might provide a vital objective in a scenario, they cannot reasonably be expected to interfere with movement. Models can freely move through very small decorative elements of terrain less than 2\" across."},"2516":{"id":"movement-in-detail/prose/charging-a-fleeing-enemy","path":"movement-in-detail/prose/charging-a-fleeing-enemy","title":"Charging a Fleeing Enemy","pathText":"movement in detail prose charging a fleeing enemy","type":"rule","body":"When a charged unit turns tail and flees, the charging unit has two options: attempt to run down an enemy that flees from it, or attempt to redirect its charge. Running Down the Foe Flee (Charge Reaction) Redirecting a Charge"},"2517":{"id":"movement-in-detail/prose/charging-through-terrain","path":"movement-in-detail/prose/charging-through-terrain","title":"Charging Through Terrain","pathText":"movement in detail prose charging through terrain","type":"rule","body":"A charging unit must move by the shortest route possible to reach its charge target. Therefore, charging units will often be obliged to move through difficult or dangerous terrain, or across low linear obstacles. This is perfectly acceptable, but a charge made through any form of terrain is more difficult, and often much slower, than a charge made across open ground. Before making a charging unit's Charge roll, check to see if any part of the unit will move through difficult or dangerous terrain, or across a low linear obstacle, when it makes its charge move. If so, that unit must discard the highest result when making its Charge roll, rather than the lowest, and will suffer a -1 modifier to its Movement characteristic (to a minimum of 1) when making its charge move. Finally, if a unit ends its charge move with a quarter (25%) or more of its models within difficult terrain, or straddling a low linear obstacle, it becomes Disrupted and cannot claim a Rank Bonus. Low Linear Obstacles Disrupted Units Rank Bonus"},"2518":{"id":"movement-in-detail/prose/continuing-ahead","path":"movement-in-detail/prose/continuing-ahead","title":"Continuing Ahead","pathText":"movement in detail prose continuing ahead","type":"rule","body":"If the charging unit chooses to continue ahead, the outcome will depend upon the enemy unit: If a charging unit makes accidental contact with a fleeing enemy unit, it will wheel to align as normal. The fleeing unit is considered to have been run down by the charging unit and is immediately removed from play. The charging unit's movement comes to an end and, due to the confused circumstances, cannot attempt to reform. If a charging unit makes accidental contact with an enemy unit that is not fleeing, simply treat the charging unit as having redirected its charge into that unit."},"2519":{"id":"movement-in-detail/prose/conveyance-spells","path":"movement-in-detail/prose/conveyance-spells","title":"Conveyance Spells","pathText":"movement in detail prose conveyance spells","type":"rule","body":"If any of the active player's Wizards know any Conveyance spells, they may attempt to cast them at any point during the Remaining Moves sub-phase."},"2520":{"id":"movement-in-detail/prose/dangerous-terrain-movement","path":"movement-in-detail/prose/dangerous-terrain-movement","title":"Dangerous Terrain (Movement)","pathText":"movement in detail prose dangerous terrain movement","type":"rule","body":"Dangerous terrain hinders movement just like difficult terrain. In addition, make a 'Dangerous Terrain' test for each model in the unit that either begins its movement in dangerous terrain, passes through dangerous terrain during its movement, or ends its movement in dangerous terrain. To make a Dangerous Terrain test, roll a D6. On a roll of 2+, the model successfully negotiates the dangers of the terrain without incident. On a roll of 1, the model has suffered a terrible mishap and loses a single Wound. Note that a model must make a Dangerous Terrain test for each separate dangerous terrain feature it encounters during a single move."},"2521":{"id":"movement-in-detail/prose/destruction-of-a-fleeing-unit","path":"movement-in-detail/prose/destruction-of-a-fleeing-unit","title":"Destruction of a Fleeing Unit","pathText":"movement in detail prose destruction of a fleeing unit","type":"rule","body":"Should any part of a fleeing unit move into contact with, or cross beyond, the edge of the battlefield, the entire unit is removed from play and counts as having been destroyed."},"2522":{"id":"movement-in-detail/prose/different-formations","path":"movement-in-detail/prose/different-formations","title":"Different Formations","pathText":"movement in detail prose different formations","type":"rule","body":"The rules in this section deal with units in Close Order formation. Units in different formations may move differently. These formations are explained in greater detail in the Unusual Formations section. Close Order Formation Unusual Formations"},"2523":{"id":"movement-in-detail/prose/difficult-terrain-movement","path":"movement-in-detail/prose/difficult-terrain-movement","title":"Difficult Terrain (Movement)","pathText":"movement in detail prose difficult terrain movement","type":"rule","body":"If any part of a unit moves through difficult terrain, that unit suffers a -1 modifier to its Movement characteristic (to a minimum of 1). This modifier is applied whether the unit begins its movement in difficult terrain, passes through difficult terrain during its movement, or ends its movement in difficult terrain. In addition, a unit that ends its movement with a quarter (25%) or more of its models within difficult terrain (or straddling a low linear obstacle, below) becomes Disrupted."},"2524":{"id":"movement-in-detail/prose/direction-of-flight","path":"movement-in-detail/prose/direction-of-flight","title":"Direction of Flight","pathText":"movement in detail prose direction of flight","type":"rule","body":"When a unit flees, the direction of its flight will be determined by whatever caused it to flee. In most cases, this is an enemy unit. Units that fail to Rally will continue in the direction of their earlier flight, rarely changing direction."},"2525":{"id":"movement-in-detail/prose/disordered-charge","path":"movement-in-detail/prose/disordered-charge","title":"Disordered Charge","pathText":"movement in detail prose disordered charge","type":"rule","body":"A unit that has made a disordered charge does not gain the Initiative modifier for charging. Disordered Charges"},"2526":{"id":"movement-in-detail/prose/enemy-sighted","path":"movement-in-detail/prose/enemy-sighted","title":"Enemy Sighted","pathText":"movement in detail prose enemy sighted","type":"rule","body":"Units are often unwilling to march when the enemy is close. If you wish a unit to begin a march move whilst within 8\" of an enemy unit (ignoring enemy units that are fleeing), it must first make a Leadership test. If this test is failed, the unit refuses to march but may move normally. If this test is passed, the unit may march. Note that if a unit attempts an Enemy Sighted test in order to march and fails, it is considered to have marched, even if its controlling player then elects to not move the unit at all."},"2527":{"id":"movement-in-detail/prose/fall-back-in-good-order","path":"movement-in-detail/prose/fall-back-in-good-order","title":"Fall Back in Good Order","pathText":"movement in detail prose fall back in good order","type":"rule","body":"When a unit Falls Back in Good Order, it is beating a hasty retreat, but has not yet lost all courage and is able to quickly rally its fighting spirit. A unit that Falls Back in Good Order moves exactly like a fleeing unit, with the following exceptions: When making its Flee roll, a unit that Falls Back in Good Order rolls two D6 and discards the lowest result. If both dice roll the same result, discard either. A unit that Falls Back in Good Order automatically rallies at the end of its flee move. Rally Fleeing Units"},"2528":{"id":"movement-in-detail/prose/flank-and-rear-charges","path":"movement-in-detail/prose/flank-and-rear-charges","title":"Flank & Rear Charges","pathText":"movement in detail prose flank and rear charges","type":"rule","body":"Sometimes, your unit will be able to charge into the flank or rear of an enemy unit. This is particularly beneficial because an attack from an unexpected direction gives you an advantage in combat. A charging unit's position when the charge is declared determines whether it charges into the front, flank or rear of the enemy unit. A unit's position in relation to its potential charge target is determined when the charge is declared. If the charging unit is in the charge target's front arc when the charge is declared, it charges into that unit's front. As units generally begin the game facing each other, this is the most common situation that will arise. However, if the charging unit is within a flank arc of its charge target when the charge is declared, it charges into that unit's flank. If the charging unit is within the rear arc of its charge target when the charge is declared, it charges into that unit's rear."},"2529":{"id":"movement-in-detail/prose/flee","path":"movement-in-detail/prose/flee","title":"Flee!","pathText":"movement in detail prose flee","type":"rule","body":"Units flee for many reasons. Units that fail to rally during the Strategy phase will flee in the Compulsory Moves sub-phase, others will flee from a charging enemy, and so forth. When a unit flees, it abandons all formation and heads to safety by the most direct route possible."},"2530":{"id":"movement-in-detail/prose/fleeing-as-a-compulsory-move","path":"movement-in-detail/prose/fleeing-as-a-compulsory-move","title":"Fleeing as a Compulsory Move","pathText":"movement in detail prose fleeing as a compulsory move","type":"rule","body":"Units that fail to rally during the Strategy phase and continue to flee during the Compulsory Moves sub-phase of the Movement phase will continue along their previous path. When a unit flees as a compulsory move, it moves straight ahead in the direction it is facing."},"2531":{"id":"movement-in-detail/prose/fleeing-from-an-enemy-unit","path":"movement-in-detail/prose/fleeing-from-an-enemy-unit","title":"Fleeing from an Enemy Unit","pathText":"movement in detail prose fleeing from an enemy unit","type":"rule","body":"When the rules call for a unit to flee directly away from an enemy unit, pivot the fleeing unit about its centre so that it is facing directly away from the centre of the enemy unit it is fleeing from, as shown in Fig 132.1. After pivoting, the unit makes an immediate flee move, as shown in Fig 132.2."},"2532":{"id":"movement-in-detail/prose/fleeing-through-enemy-units","path":"movement-in-detail/prose/fleeing-through-enemy-units","title":"Fleeing Through Enemy Units","pathText":"movement in detail prose fleeing through enemy units","type":"rule","body":"Sometimes, a fleeing unit will run through an enemy unit. This is obviously extremely perilous. To represent this, once a fleeing unit's movement is complete, make a 'Peril' test for each model in the unit that moved through an enemy unit, as shown in Fig 133.1. To make a Peril test, roll a D6. On a roll of 4+, the model escapes without incident. On a roll of 1-3, the model is struck by the enemy and loses a single Wound. If the flee move would result in the fleeing unit ending up 'on top' of or within 1\" of an enemy unit, it carries on fleeing straight forward until it is 1\" away from the enemy unit, and will then halt. Note that there is no limit to how many Peril tests a unit may be required to make during a single move."},"2533":{"id":"movement-in-detail/prose/fleeing-through-friendly-units","path":"movement-in-detail/prose/fleeing-through-friendly-units","title":"Fleeing Through Friendly Units","pathText":"movement in detail prose fleeing through friendly units","type":"rule","body":"As fleeing units have broken formation, they are able to move through friendly units without stopping or slowing. If the flee move would result in the fleeing unit ending up 'on top' of a friendly unit, then it carries on fleeing straight forward until it is clear of the unit, and will then halt."},"2534":{"id":"movement-in-detail/prose/fleeing-through-terrain","path":"movement-in-detail/prose/fleeing-through-terrain","title":"Fleeing Through Terrain","pathText":"movement in detail prose fleeing through terrain","type":"rule","body":"A fleeing unit moves through difficult and dangerous terrain without suffering any negative modifiers to its Movement characteristic, though it must make any Dangerous Terrain tests required. Should a fleeing unit come into contact with impassable terrain, it must pivot around its centre in order to move around it by the shortest possible route. Dangerous Terrain Pivoting"},"2535":{"id":"movement-in-detail/prose/give-ground","path":"movement-in-detail/prose/give-ground","title":"Give Ground","pathText":"movement in detail prose give ground","type":"rule","body":"A unit that Gives Ground does so reluctantly, maintaining its formation whilst attempting to put a bit of much needed distance between itself and the enemy. When a unit Gives Ground, it moves 2\" directly away from the enemy unit or units that caused it to Give Ground, without turning, pivoting or otherwise changing its facing in any way, stopping immediately should it come into contact with another unit or terrain, or if continuing to move would bring it within 1\" of an enemy unit."},"2536":{"id":"movement-in-detail/prose/give-ground-and-fall-back-in-good-order","path":"movement-in-detail/prose/give-ground-and-fall-back-in-good-order","title":"Give Ground & Fall Back in Good Order","pathText":"movement in detail prose give ground and fall back in good order","type":"rule","body":"The rules will often call for units to Give Ground or Fall Back in Good Order. Most often, they will do this after losing a round of combat or after suffering heavy casualties from enemy shooting. Give Ground Fall Back in Good Order"},"2537":{"id":"movement-in-detail/prose/halting-a-charge","path":"movement-in-detail/prose/halting-a-charge","title":"Halting a Charge","pathText":"movement in detail prose halting a charge","type":"rule","body":"If the charging unit wishes to halt its charge, it is moved towards its charge target as normal, stopping 1\" away from the unit that has blocked its path. A halted charge is not a failed charge."},"2538":{"id":"movement-in-detail/prose/high-linear-obstacles-movement","path":"movement-in-detail/prose/high-linear-obstacles-movement","title":"High Linear Obstacles (Movement)","pathText":"movement in detail prose high linear obstacles movement","type":"rule","body":"For the purposes of movement, high linear obstacles (i.e., 2\" high or more), such as castle walls, are treated as impassable terrain. Impassable Terrain (Movement)"},"2539":{"id":"movement-in-detail/prose/impassable-terrain-movement","path":"movement-in-detail/prose/impassable-terrain-movement","title":"Impassable Terrain (Movement)","pathText":"movement in detail prose impassable terrain movement","type":"rule","body":"Impassable terrain is terrain so difficult to move through that it cannot be crossed during the course of a battle. Units must go around impassable terrain."},"2540":{"id":"movement-in-detail/prose/lone-models","path":"movement-in-detail/prose/lone-models","title":"Lone Models","pathText":"movement in detail prose lone models","type":"rule","body":"Lone models, such as characters, monsters or chariots, are units and move as such."},"2541":{"id":"movement-in-detail/prose/low-linear-obstacles-movement","path":"movement-in-detail/prose/low-linear-obstacles-movement","title":"Low Linear Obstacles (Movement)","pathText":"movement in detail prose low linear obstacles movement","type":"rule","body":"For the purposes of movement, low linear obstacles (i.e., less than 2\" high), such as walls and hedges, are treated as difficult terrain. Difficult Terrain"},"2542":{"id":"movement-in-detail/prose/manoeuvres","path":"movement-in-detail/prose/manoeuvres","title":"Manoeuvres","pathText":"movement in detail prose manoeuvres","type":"rule","body":"There are six types of manoeuvre to choose from: wheel, turn, move backwards, move sideways, redress the ranks and reform. During its movement, a unit may perform a single manoeuvre. Regardless of the manoeuvre performed, no model can move more than twice its Movement characteristic. Wheel Turn Move Backwards Move Sideways Redress The Ranks Reform Wheel Turn Move Backwards Move Sideways Redress the Ranks Reform"},"2543":{"id":"movement-in-detail/prose/manoeuvring-during-a-charge","path":"movement-in-detail/prose/manoeuvring-during-a-charge","title":"Manoeuvring During a Charge","pathText":"movement in detail prose manoeuvring during a charge","type":"rule","body":"Unless stated otherwise, a charging unit cannot perform a turn, move backwards, move sideways, redress the ranks or reform manoeuvre during its charge move. However, a charging unit must endeavour to bring the maximum number of models from both sides into base contact, which will often require some degree of manoeuvre. To facilitate this, a charging unit may wheel once, at any point, during its move, as shown in Fig 126.2. Note that a charging unit does not have to complete its wheel if doing so would cause it to make a failed charge or would prevent the completion of a charge declared by another unit. Once a charging unit has completed any required wheel, it completes its movement, moving straight ahead towards the charge target and stops as soon as the two units touch."},"2544":{"id":"movement-in-detail/prose/marching","path":"movement-in-detail/prose/marching","title":"Marching","pathText":"movement in detail prose marching","type":"rule","body":"Most units are able to 'march', allowing them to move rapidly across the battlefield. A marching unit can double its Movement characteristic. Whilst marching a unit can wheel to change direction, but cannot perform any other manoeuvres. However, a unit that marched in the Movement phase cannot shoot during the Shooting phase (including casting Magic Missile or Magical Vortex spells). Note that whilst in Marching Column, a Close Order formation may triple its Movement characteristic when Marching. The Movement Phase The Shooting Phase Magic Missiles Magical Vortex Close Order"},"2545":{"id":"movement-in-detail/prose/move-backwards","path":"movement-in-detail/prose/move-backwards","title":"Move Backwards","pathText":"movement in detail prose move backwards","type":"rule","body":"Units can move backwards as well as forward, but tend to shuffle carefully rather than stride purposefully. To represent this, a unit that moves backwards must halve its Movement characteristic."},"2546":{"id":"movement-in-detail/prose/move-sideways","path":"movement-in-detail/prose/move-sideways","title":"Move Sideways","pathText":"movement in detail prose move sideways","type":"rule","body":"Units can move sideways as well as forward, but do so with caution in order to maintain their formation. To represent this, a unit that moves sideways must halve its Movement characteristic."},"2547":{"id":"movement-in-detail/prose/moving-off-the-battlefield","path":"movement-in-detail/prose/moving-off-the-battlefield","title":"Moving off the Battlefield","pathText":"movement in detail prose moving off the battlefield","type":"rule","body":"Except in the case of fleeing units and pursuing units, no unit is permitted to move off the battlefield. Flee! Pursuit"},"2548":{"id":"movement-in-detail/prose/multiple-charge-targets","path":"movement-in-detail/prose/multiple-charge-targets","title":"Multiple Charge Targets","pathText":"movement in detail prose multiple charge targets","type":"rule","body":"A unit may be unable to charge its intended target without making contact with other enemy units. In such cases, the charging unit must declare a charge against all of the enemy units it will contact, and each is able to declare its own charge reaction. If the charging unit is unable to align itself to all of the enemy units once contact has been made, those enemy units the charging unit cannot align against must themselves align against it. The charging unit counts as having made a disordered charge against any unit that was obliged to align against it. Disordered Charges"},"2549":{"id":"movement-in-detail/prose/multiple-charging-units","path":"movement-in-detail/prose/multiple-charging-units","title":"Multiple Charging Units","pathText":"movement in detail prose multiple charging units","type":"rule","body":"When two or more units are charging into the same arc of a single enemy unit, they are considered to move simultaneously and both units must try to bring the maximum number of models from both sides into base contact."},"2550":{"id":"movement-in-detail/prose/oddball-stuff-movement","path":"movement-in-detail/prose/oddball-stuff-movement","title":"Oddball Stuff (Movement)","pathText":"movement in detail prose oddball stuff movement","type":"rule","body":"The movement rules are comprehensive and detailed. Despite this, there will always be situations in which something is unclear."},"2551":{"id":"movement-in-detail/prose/open-ground-and-hills-movement","path":"movement-in-detail/prose/open-ground-and-hills-movement","title":"Open Ground & Hills (Movement)","pathText":"movement in detail prose open ground and hills movement","type":"rule","body":"Any part of the battlefield not taken up by a terrain feature is open ground. Unless otherwise agreed, hills are open ground. Open ground does not impede movement at all."},"2552":{"id":"movement-in-detail/prose/pivoting","path":"movement-in-detail/prose/pivoting","title":"Pivoting","pathText":"movement in detail prose pivoting","type":"rule","body":"Sometimes, the rules will require a unit to 'pivot,' usually about its centre. This is exactly as it sounds. The unit is not performing any of the manoeuvres previously described – instead it spins on the spot, using its centre as a pivot point, ignoring the presence of other units or terrain whilst it does so."},"2553":{"id":"movement-in-detail/prose/redirecting-a-charge","path":"movement-in-detail/prose/redirecting-a-charge","title":"Redirecting a Charge","pathText":"movement in detail prose redirecting a charge","type":"rule","body":"Once the charge target has completed its flee move, the charging unit may attempt to redirect its charge if there is an eligible alternative charge target, as shown in Fig 129.1. This can be: A unit which the charging unit could have declared a charge against at the beginning of this phase. A unit that has been revealed by the movement of the fleeing unit. If the charging unit wishes to redirect, it must first make a Leadership test. If this test is failed, the unit must attempt to run down the fleeing unit. If this test is passed, the unit may redirect, immediately declaring a charge against its new target. The target of a redirected charge does not have time to Stand & Shoot, the only charge reactions available to it are Hold and Flee. Should it Flee, the charge cannot be redirected again. When a charge is redirected, the original charge target is not run down and will flee to safety. A charge cannot be redirected if there are no eligible alternative charge targets."},"2554":{"id":"movement-in-detail/prose/redress-the-ranks","path":"movement-in-detail/prose/redress-the-ranks","title":"Redress the Ranks","pathText":"movement in detail prose redress the ranks","type":"rule","body":"Units can redress the ranks by moving models to or from their rear ranks to decrease or increase the number of models in their front rank. A unit may use half of its Movement characteristic in order to deduct up to five models from its front rank (as shown in Fig 125.1), or to add up to five models to its front rank (as shown in Fig 125.2). The models in the remaining ranks are then rearranged to match the number of models in the front rank and maintain a correct formation. Remember, there must be the same number of models in each rank. Only the rear rank may have fewer models."},"2555":{"id":"movement-in-detail/prose/reform","path":"movement-in-detail/prose/reform","title":"Reform","pathText":"movement in detail prose reform","type":"rule","body":"A reform represents the most complex of manoeuvres a unit can perform on the battlefield, but on the tabletop it is quite straightforward. Reforming allows a unit to sacrifice its entire movement in order to both pivot about its centre to change its facing by up to 180°, and to rearrange its ranks and files as required to either change its formation, or to adopt a different formation."},"2556":{"id":"movement-in-detail/prose/reinforcements","path":"movement-in-detail/prose/reinforcements","title":"Reinforcements","pathText":"movement in detail prose reinforcements","type":"rule","body":"A unit that enters the battle as reinforcements does so during the Compulsory Moves sub-phase. It is placed with its rear arc in full contact with the battlefield edge (upon which edge, and where, will depend upon the rule that triggers its arrival) facing towards the centre of the battlefield. A unit that enters as reinforcements cannot march and counts as having moved for the purposes of shooting, but can otherwise move normally during the Remaining Moves sub-phase."},"2557":{"id":"movement-in-detail/prose/resolving-uncertainties","path":"movement-in-detail/prose/resolving-uncertainties","title":"Resolving Uncertainties","pathText":"movement in detail prose resolving uncertainties","type":"rule","body":"Sometimes, a charging unit will straddle two arcs. In such cases, count how many models in the front rank of the charging unit lie within each arc. If there are more models in one arc, the unit is considered to be in that arc. If it is still unclear, the charging unit is considered to be in the arc that gives it the least advantage in terms of combat result. For example, if you cannot determine whether a charging unit is in the flank or rear arc, it is in the flank arc. Calculate Combat Result"},"2558":{"id":"movement-in-detail/prose/running-down-the-foe","path":"movement-in-detail/prose/running-down-the-foe","title":"Running Down the Foe","pathText":"movement in detail prose running down the foe","type":"rule","body":"Once the charge target has completed its flee move, the charging unit makes its charge move as normal. If the charging unit makes contact with the fleeing unit, it will wheel to align as normal. Caught by the enemy, the fleeing unit is hacked to pieces and immediately removed from play. The charging unit may then attempt to reform by making a Leadership test. If this test is failed, the unit is unable to reform. If this test is passed, the unit may make a free reform. In either case, the unit cannot move again this turn. If the charging unit does not make contact with the fleeing unit, it moves forward its full charge range. It has not made a failed charge – the charge target ran away."},"2559":{"id":"movement-in-detail/prose/terrain-and-movement","path":"movement-in-detail/prose/terrain-and-movement","title":"Terrain & Movement","pathText":"movement in detail prose terrain and movement","type":"rule","body":"Terrain is covered in more detail in the Battlefield Terrain section. For now, it is sufficient to explain that terrain is divided into seven categories; open ground, hills, difficult, dangerous and impassable terrain, linear obstacles (including both low and high) and woods. This section focuses on how certain types of terrain hinder movement. Players should discuss before the battle begins which category a terrain feature falls into."},"2560":{"id":"movement-in-detail/prose/the-charge-move","path":"movement-in-detail/prose/the-charge-move","title":"The Charge Move","pathText":"movement in detail prose the charge move","type":"rule","body":"As mentioned previously, moving a charging unit can often be quite complex. This is because a charging unit is obliged to fulfil certain criteria: A charging unit must endeavour to bring as many models as possible within its front rank into base contact with models in the charged unit. A charging unit must move by the shortest route possible to reach its charge target. A charging unit must move forward in as straight a line as possible. After moving, a unit that charged must ensure that it is aligned against the charge target."},"2561":{"id":"movement-in-detail/prose/the-ends-of-the-world","path":"movement-in-detail/prose/the-ends-of-the-world","title":"The Ends of the World","pathText":"movement in detail prose the ends of the world","type":"rule","body":"It is important to note that the edge of the battlefield does not represent the end of the world. It is perfectly acceptable for a corner of a unit to cross beyond the edge of the battlefield during a manoeuvre, provided the unit is able to end its movement completely upon the battlefield."},"2562":{"id":"movement-in-detail/prose/the-flee-move","path":"movement-in-detail/prose/the-flee-move","title":"The Flee Move","pathText":"movement in detail prose the flee move","type":"rule","body":"To determine how far a fleeing unit moves, make a Flee roll after pivoting it (if required). To make a Flee roll, roll 2D6. The result of this roll is the distance in inches that the fleeing unit moves. A fleeing unit: Moves straight ahead in the direction it is facing. Must move the full distance rolled, even if doing so would take the unit off the battlefield. May change direction by pivoting only if required to move around impassable terrain. Flee!"},"2563":{"id":"movement-in-detail/prose/the-greater-the-danger","path":"movement-in-detail/prose/the-greater-the-danger","title":"The Greater the Danger","pathText":"movement in detail prose the greater the danger","type":"rule","body":"If a unit is required to flee directly away from two or more enemy units at the same time, it will flee directly away from the enemy unit with the highest Unit Strength. If two enemy units have the same Unit Strength, randomly determine which the unit flees from."},"2564":{"id":"movement-in-detail/prose/the-limits-of-endurance","path":"movement-in-detail/prose/the-limits-of-endurance","title":"The Limits of Endurance","pathText":"movement in detail prose the limits of endurance","type":"rule","body":"No matter how determined the coward, there is a limit to how far a model can run. A unit can only ever make one flee move per phase of the game. Should a unit ever be required to make a second flee move during a phase in which it has already fled, it does not pivot (if required to do so) and will flee 0\"."},"2565":{"id":"movement-in-detail/prose/turn","path":"movement-in-detail/prose/turn","title":"Turn","pathText":"movement in detail prose turn","type":"rule","body":"To execute a turn, all the models remain in place but are turned through 90° or 180° to face their side or rear. For every 90° it turns, a unit uses a quarter of its Movement characteristic. When a unit turns, all models in complete ranks simply turn on the spot. Any models in an incomplete rear rank are moved to the rear of the new formation. When a unit is turned to face its side or rear, any Command models it contains are automatically placed into the new front rank. If there is not enough space in the front rank, such models are placed in the second rank. Command Groups Position Within the Unit"},"2566":{"id":"movement-in-detail/prose/unable-to-align","path":"movement-in-detail/prose/unable-to-align","title":"Unable to Align","pathText":"movement in detail prose unable to align","type":"rule","body":"On occasion, a charging unit will be able to make contact with its charge target, but unable to align to it because something lies in the way. In such cases, the charge target should align itself against the charging unit. If this is not possible, simply leave a gap. In either case, the charging unit has made a disordered charge, as shown in Fig 128.1 and Fig 128.2: Disordered Charges"},"2567":{"id":"movement-in-detail/prose/unusual-situations-charging","path":"movement-in-detail/prose/unusual-situations-charging","title":"Unusual Situations (Charging)","pathText":"movement in detail prose unusual situations charging","type":"rule","body":"Unusual situations can arise as units charge. The following sections attempt to deal with these. However, should a situation ever arise that cannot easily be resolved, players should agree with one another upon the most logical course of action, and avoid getting bogged down in overly long debates."},"2568":{"id":"movement-in-detail/prose/wheel","path":"movement-in-detail/prose/wheel","title":"Wheel","pathText":"movement in detail prose wheel","type":"rule","body":"'Wheeling' is the best way of making an alteration to the direction a unit is facing whilst still being able to advance. To wheel, the leading edge of the unit moves forward, pivoting round one of its front corners, as shown in Fig 124.1. When a unit wheels, every model counts as having moved as far as the outside model. Once the wheel is complete, you may use any movement the unit has remaining. Unless it is charging, a unit can wheel more than once during its move and can alternate between moving forward and wheeling."},"2569":{"id":"movement-in-detail/prose/woods-movement","path":"movement-in-detail/prose/woods-movement","title":"Woods (Movement)","pathText":"movement in detail prose woods movement","type":"rule","body":"For the purposes of movement, woods are treated as either difficult or dangerous terrain, as agreed by the players."},"2570":{"id":"narrative-battles/prose","path":"narrative-battles/prose","title":"Narrative Battles","pathText":"narrative battles prose","type":"rule","body":"The Warhammer world is a dark land of heroic deeds and astonishing tales. Adventurous players can use their battles to fight out these incredible stories for themselves, or to tell their own stories, based upon the exploits of the cunning and bold leaders of their own armies. The following sections aim to provide some ideas and suggestions to inform the reader and inspire them to try some different types of game. Part of what makes Warhammer: the Old World great is the richly described and vibrant background of the Old World itself. Imagine your game taking place within a dark clearing deep inside the Drakwald Forest, as morning mist curls through the dense trees and the sun lies hidden behind the dark canopy, whilst all around dark things stir and foul forces gather. What if the unexpected occurred? A new threat might arrive in the midst of a battle, such as packs of Ghouls, drawn by the carrion feast, creeping onto the battlefield from its treelined edges to set upon the undefended archers at the rear of your army. The possibilities are limitless, but how can you add such events into your games?"},"2571":{"id":"narrative-battles/prose/a-timely-arrival","path":"narrative-battles/prose/a-timely-arrival","title":"A Timely Arrival","pathText":"narrative battles prose a timely arrival","type":"rule","body":"The Empire garrison stationed in the town of Oostwold were caught off guard by the early arrival of the Chainmaker's forces. Ill-equipped to hold off more than scouting parties and patrols, the captain in command of the garrison prepared his warriors for a glorious stand in an effort to delay the servants of the Ruinous Powers on their journey south. Fortunately, Miao Ying had wasted little time in Marienburg and marched her army swiftly northwards to bolster Empress Magritta's forces. Help was close at hand, but would the army of Grand Cathay arrive in time to do more than bury the dead? First Battle Whilst this scenario is the first of three linked battles, it can be played as a standalone scenario. Army Selection If playing this game as the first of three linked battles, the players should consider how the rewards for winning or losing will affect their armies going forwards in the next two scenarios. Though players are not required to keep the same army for each game, as the forces commanded by the Storm Dragon and the Chainmaker are vast and able to sustain through the attrition of war, players may wish to keep the core of their armies similar for each game. Doing so helps weave the narrative of the campaign. The Attacker The attacker should write a single 2,500 points muster list using either the Warriors of Chaos Grand Army composition list or the Wolves of the Sea Army of Infamy composition list. The Defender The defender should write two muster lists, one representing the Empire garrison, the other representing the relief force made up of soldiers from Grand Cathay. The Garrison: The defender should write a 1,000 point muster list using the Empire of Man Grand Army composition list from Forces of Fantasy. The general of this force must be a Captain of the Empire. The Relief Force: The defender should write a 1,500 point muster list using the Jade Fleet Army of Infamy composition list. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up This battle takes place at an Empire encampment on the outskirts of the town of Oostwold in the Wasteland. The battlefield can be set up as shown opposite, or by using the Wasteland terrain generator. The defender's deployment zone A should have some battlefield decoration representing the tents and rough defensive measures of the Empire encampment. Deployment The defender deploys the Garrison anywhere within the defender's deployment zone A, as shown on the map below. The attacker then deploys their entire army anywhere within the attacker's deployment zone, as shown on the map below. The defender then deploys the relief force anywhere within defender's deployment zone B. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules This scenario has no special rules. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. The attacking player wins a bonus 100 Victory Points for each character in the defender's army that has been slain. The defending player wins a bonus 100 Victory Points for each character in the Garrison army that is still alive at the end of the game. Miao Ying Frydaal The Chainmaker Warriors of Chaos Army List Wolves of the Sea Empire of Man Army List Jade Fleet Wasteland Terrain Generator Victory Points (Warhammer Battles)"},"2572":{"id":"narrative-battles/prose/ambush-at-winters-teeth-pass","path":"narrative-battles/prose/ambush-at-winters-teeth-pass","title":"Ambush at Winter's Teeth Pass","pathText":"narrative battles prose ambush at winters teeth pass","type":"rule","body":"Peering into the valley below, Kiknik and Chompa snarled at the sight of the Dwarfen caravan and its mercenary escort crawling across the bottom of the snow-choked basin. The Warboss knew he had to strike quickly once the caravan was in position, for it would soon pass within reach of a fortified outpost that guarded the trade route. Needing little encouragement from his rider, Chompa let out a blood-chilling howl that echoed across the valley – signalling Kiknik's warriors to begin their attack... Historical Recreation The Ambush at Winter's Teeth Pass was fought between Kiknik's Nomadic Waaagh! and a Dwarfen trade caravan and their allies from the Empire. To represent this, the players should write three muster lists (one for the attacker and two for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Nomadic Waaagh! Army of Infamy composition list. The General of this army must be Kiknik Toofsnatcha. Defenders The defender should write two muster lists, one representing the guards of Chief Engineer Thundrid Ironbrow and the other, an allied contingent representing their mercenary company escort. Dwarfen Guards: The defender should write a 1,000 points muster list using the Dwarfen Mountain Holds Grand Army composition list found in Forces of Fantasy. This force must include a Dwarf Engineer who must be the army's General. Empire Escort: The defender should write a 1,500 points muster list using the Empire of Man Grand Army composition list found in Forces of Fantasy. Alternatively, this scenario may be played with any armies of the players' choosing. If so, the attacker should write a single 2,500 points muster list. The defender should write two muster lists, one of 1,000 points and another of 1,500 points. Set-up This battle takes place at the bottom of the snow-choked Winter's Teeth Pass: a mountain road with steep cliffs on either side. The battlefield should be left fairly barren, with only a few rocky outcroppings and areas of raised ground placed sporadically across the battlefield. There should also be an open road, approximately 6\" wide, running down the centre of the board from east to west. Deployment The defender begins by deploying three Goods Carts (see below) as shown on the map. Next, they deploy their entire army anywhere within the defender's deployment zone as shown on the map. Then, the attacker splits their army into two roughly equal halves; one of which is deployed anywhere within attacker's deployment zone A as shown on the map. The other half is then deployed anywhere within attacker's deployment zone B as shown on the map. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for 6 rounds, until one side concedes, or until the time limit agreed by the players is reached. Scenario Special Rules Late Snows: Any unit whose troop type is infantry cannot march unless they are on the open road way that runs across the centre of the board. In addition, Goods Carts may not march unless they are on the open road. Fleeing to Safety: Should any part of a unit in the defending player's force, or any of the Goods Carts, move into contact with, or cross beyond, the eastern edge of the battlefield, it is removed from play but is not destroyed. The unit has successfully escaped the ambush and is well on its way to the safety of the outpost. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition, at the end of the game: The defending player wins a bonus 100 Victory Points: For each Goods Cart that escapes the battlefield via the eastern table edge. If the Dwarf Engineer escapes the battlefield via the eastern table edge. The attacking player wins a bonus 100 Victory Points: For each Goods Cart they have destroyed. If Kiknik Toofsnatcha slays the Dwarf Engineer. Goods Carts Wagons and carts flow constantly up and down the trade routes of the Old World, filled to bursting with food, glittering gemstones and weapons of war. Troop Type: Light Cavalry Base Size: 75mm x 50mm Unit Size: 1 Armour Value: 5+ Equipment: • Dwarf Crew: Hand weapon • Draft Pony: Iron-shod hooves (counts as a Hand weapon) Special Rules: Hatred (Orcs & Goblins), Impact Hits (1), Magic Resistance (-1), Open Order, Resolute Nomadic Waaagh! Kiknik Toofsnatcha Dwarfen Mountain Holds Army List Empire of Man Army List Infantry Victory Points (Warhammer Battles) Light Cavalry Hand Weapon Hand Weapon Hatred (X) Impact Hits (X) Magic Resistance (-X) Open Order Formation Resolute"},"2573":{"id":"narrative-battles/prose/armies-of-imagination","path":"narrative-battles/prose/armies-of-imagination","title":"Armies of Imagination","pathText":"narrative battles prose armies of imagination","type":"rule","body":"One key aspect of open play is that it grants the freedom to forego certain army composition rules in pursuit of the narrative. At its most simple, players will often ignore percentages and other restrictions when creating their armies, choosing instead to write a muster list that best fits the narrative. Taking it further, some players will ignore points values altogether, and instead field opposing armies created purely to fit into their story. Of course, ignoring such rules can lead to an imbalanced match-up, and this thought may be unappealing to some players. This is perfectly acceptable and any group of players is encouraged to use the suggestions given here, or not, as they see fit. However, these imbalances can often prove part of the charm of a narrative battle, and can invariably be countered by special rules and objectives. Ignoring points values might lead to an army being outnumbered ten to one, for example, and that army might reasonably be expected to suffer a crushing defeat and terrible losses. But the challenge of the game might be to hold out until turn four – perhaps that will grant a vital messenger sufficient time to escape, carrying word of the size of the invading army, and thus the terrible defeat can be claimed as a victory (of sorts)."},"2574":{"id":"narrative-battles/prose/assault-on-leonen","path":"narrative-battles/prose/assault-on-leonen","title":"Assault on Leonen","pathText":"narrative battles prose assault on leonen","type":"rule","body":"Weeks of small, yet bloody, skirmishes followed the first meeting between the armies from Grand Cathay and the Chainmaker. Though the devotees of the Ruinous Powers had been foiled on the outskirts of Oostwold, they in turn had blunted the advance of the Cathayan and Empire forces, making them pay in blood for each mile. These small-scale battles continued for many weeks, until the combined forces of Miao Ying and Empress Magritta reached the fortified town of Leonen. Though the preliminary bombardment from the Cathayan artillery shattered the town's defences, the Chainmaker's forces quickly rallied to face the new threat. Victory for Miao Ying would mark the turning point in driving back the Chainmaker's invasion, but defeat would herald the beginning of the end for the people of Westerland. Second Battle Whilst this scenario is the second of three linked battles, it can be played as a standalone scenario. Boons of Victory If playing this game as the second of three linked battles, the winner of the previous battle will receive a boon: If the attacker won the previous battle, once per game, each character in the defender's army may re-roll the D6 when rolling on the Gaze of the Gods table. If the defender won the previous battle, once per game, each unit in the attacker's army whose troop type is war machine may re-roll an Artillery dice. The Attacker The attacker should write a single 3,000 points muster list using the Jade Fleet Army of Infamy composition list. The General of this army must be Miao Ying, the Storm Dragon. The Defender The defender should write a single 3,000 points muster list using either the Warriors of Chaos Grand Army composition list or the Wolves of the Sea Army of Infamy Composition List. The General of this army must be Frydaal the Chainmaker. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up This battle takes place in the ruined remains of the town of Leonen. The battlefield can be set up as shown below, or by using the Wasteland terrain generator. The defender's deployment zone should also contain a number of ruined houses to represent what little remained standing following the preliminary bombardment from the Cathayan artillery. Deployment The defender deploys their army anywhere in the defender's deployment zone, as shown on the map opposite. Once complete, the attacker deploys their entire army within the attacker's deployment zone, as shown on the map below. First Turn In this scenario, the attacker will automatically take the first turn. Game Length Before the game begins, players can choose to play a 'fixed' length game or a 'random' length game: Fixed Game Length: The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Random Game Length: The battle will last a random number of rounds or until one side concedes. Starting at the end of the fifth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the total is 10 or more, the battle ends immediately. If the total is less than 10 then the battle continues for at least one more round. Scenario Special Rules \"The Gods Watch On!\": A Character or Unit Champion in the defender's force who slays an opponent in a challenge must immediately roll on the Gaze of the Gods table. The Might of Grand Cathay: Before the game begins, each unit with the War Machine Unit type in the attacker's force may shoot as if it were the Shooting phase of their turn. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. In addition, at the end of the game: The attacking player wins a bonus 50 Victory Points for each of their units wholly within the defending player's deployment zone with a unit strength of 10 or more. The defending player wins a bonus 50 Victory Points for each unit with the War Machine Unit Type that has been slain. Gaze of the Gods War Machines Jade Fleet Miao Ying Warriors of Chaos Army List Wolves of the Sea Frydaal The Chainmaker Wasteland Terrain Generator The Shooting Phase Victory Points (Warhammer Battles)"},"2575":{"id":"narrative-battles/prose/campaign-narrative","path":"narrative-battles/prose/campaign-narrative","title":"Campaign Narrative","pathText":"narrative battles prose campaign narrative","type":"rule","body":"Readers must by now have realised that there are strong and binding ties between narrative battles and campaign battles, and vice versa. Indeed, a series of linked, narrative battles can very much be considered a campaign. How the players go about answering the questions posed when forging the narrative, and the many others that are certain to arise as that narrative unfolds, informs how these games can progress to become something greater. The GM in a Campaign The role of a games master in campaign play can also be important. During a campaign, the GM will likely be the person that keeps any maps updated and keeps track of the participants. They are able to wield their power over the narrative on a larger scale as well, steering each step of the campaign towards the end goal, one battle at a time."},"2576":{"id":"narrative-battles/prose/clash-at-the-northern-crossroads","path":"narrative-battles/prose/clash-at-the-northern-crossroads","title":"Clash at the Northern Crossroads","pathText":"narrative battles prose clash at the northern crossroads","type":"rule","body":"Beastmen raced towards the camp as the snow continued to fall, the blizzard concealing their approach. Their hot, foul breath came in great gouts of fog against the freezing air, and the pristine white blanket of snow became stained with blood and filth as they passed. The soldiers in the encampment would only have moments to sound the alarm before the Cloven Ones were upon them. Historical Recreation This midwinter encounter on the eastern borders of the Drakwald was fought between a Beastmen Brayherd under the direction of Kralmaw, the Prophet of Ruin and a company of mercenary soldiers from Middenheim. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Wild Herd Army of Infamy composition list. The General of this army must be Kralmaw, the Prophet of Ruin. The Defender The defender should write a single 2,500 points muster list using the Empire of Man Grand Army composition list found in Forces of Fantasy. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up Place terrain as described. As this battle is taking place on an otherwise empty stretch of road, we advise keeping the terrain fairly sparse save for a few copses of trees clustered around the edges of the board and perhaps some tents and campfires towards the centre. Deployment The defender deploys their entire army anywhere in the defender's deployment zone as shown on the map. Once complete, the attacker then deploys their entire army within the attacker's deployment zone, as shown on the map below. First Turn In this scenario, the attacker will automatically take the first turn. Game Length There is no turn limit for this scenario. Instead, the battle will last until one side reaches its break point' or until one side concedes. Scenario Special Rules Break Point: All armies in this scenario have a breaking point. This is equal to a quarter (25%) of the total Unit Strength of the army at the start of the game. To calculate the break point of your army, simply add together the Unit Strength of every unit (including characters) in your muster list and divide the total by four, rounding fractions down. With each model removed from play as a casualty and with each unit destroyed, an army approaches its break point. If, during any Start of Turn sub-phase, the remaining Unit Strength of either army has fallen below its break point, that army is considered to have 'broken' At this point, the game ends as models begin to flee. Note that units that have pursued a fleeing enemy off the battlefield and units held in reserve count as being on the battlefield for the purposes of determining whether or not an army has reached its break point. Heavy Snowfall: To represent the swirling snow, all missile weapons (including magic missiles) suffer a -3\" modifier to their Range characteristic. In addition, due to the thick blanket of snow covering the earth, all Charge rolls suffer a -1 modifier (to a minimum of 1). Victory! If the game ends with one army having broken, the unbroken army achieves a crushing victory. Should both armies fall below their break point at the same time, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. Wild Herd Kralmaw, the Prophet of Ruin Empire of Man Army List Placing Terrain (Battlefield Terrain) Unit Strength Magic Missiles The Charge Move Victory Points (Warhammer Battles)"},"2577":{"id":"narrative-battles/prose/clash-on-the-zandri-road","path":"narrative-battles/prose/clash-on-the-zandri-road","title":"Clash on the Zandri Road","pathText":"narrative battles prose clash on the zandri road","type":"rule","body":"As the midday sun beat down from overhead, High Priest Ashurtak prepared to meet the Orc and Goblin rabble as it charged down the hillside. The Orc Warboss and his forces had claimed the body of Septhah the Amaranthine as a trophy of their recent victory, and the Orc Warboss was keen to add to his collection. However, if the Warboss were to be slain and Septhah's body recovered, then perhaps Ashurtak could bestow the rites of awakening and allow the king to arise once more. Historical Recreation The Clash on the Zandri Road was fought between the Mortuary Cult under the command of High Priest Ashurtak, and the fearsome Waaagh! of a brutal Orc Warboss. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,500 point muster list using the Orc & Goblin Tribes Grand Army composition list found in Ravening Hordes. The General of this army must be an Orc Warboss or an Orc Bigboss mounted on a War Boar. The Defender The defender should write a single 2,500 point muster list using the Mortuary Cult Army of Infamy composition list. The General of this army must be a High Priest who is a Level 4 Wizard, representing High Priest Ashurtak. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-Up Place terrain as described. As this battle is taking place in the rugged terrain of the Badlands, we advise keeping the terrain fairly sparse save for a few rocky outcroppings, some patches of raised ground and scattered clusters of coarse brush. There should also be a road near to the western board edge that runs the length of the board from north to south to represent the Zandri Road. Deployment If this battle is being fought as a historical recreation, the Tomb Kings player is the defender and the Orc player is the attacker. Otherwise, the players must decide who is the attacker and who is the defender. The defender deploys their entire army within the defender's deployment zone, as shown on the map opposite. Once complete, the attacker deploys their entire army within the attacker's deployment zone with the exception of the Warboss, who is deployed in the centre of his army, as shown on the deployment map. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition: Should the Orc Warboss be slain, place a marker where he fell to represent the Warboss' body. At the end of the game, whichever force has the highest total Unit Strength within 6\" of the marker (not counting fleeing models) wins a bonus 200 Victory Points. Should High Priest Ashurtak be slain, place a marker where he fell to represent the Liche Priest's body. At the end of the game, whichever force has the highest total Unit Strength within 6\" of the marker (not counting fleeing models) wins a bonus 200 Victory Points. Mortuary Cult Orc & Goblin Tribes Army List Placing Terrain (Battlefield Terrain) Victory Points (Warhammer Battles) Unit Strength"},"2578":{"id":"narrative-battles/prose/custom-scenarios","path":"narrative-battles/prose/custom-scenarios","title":"Custom Scenarios","pathText":"narrative battles prose custom scenarios","type":"rule","body":"Some players may wish to create their own scenarios, either by utilising different elements of the pitched battles scenarios, or by creating their own special rules. Such scenarios can be assembled to tell a simple story, and you will find a table of narrative motives intended to provide ideas for your own games. Narrative Motives"},"2579":{"id":"narrative-battles/prose/first-linked-battle","path":"narrative-battles/prose/first-linked-battle","title":"First Linked Battle","pathText":"narrative battles prose first linked battle","type":"rule","body":"Although this scenario is designed to be the first of three linked battles, it can be played alone. Army Selection If playing this game as the first of three linked battles, the players should consider that the size of this first game will influence the action in the next two scenarios as well. The armies used in this scenario will be used again in the second and third scenarios. However, in the second game, both players will have to endure losses suffered in the first, meaning that their armies might be considerably smaller, and that one player might have a significant advantage if their losses are fewer. In the third game, one player is almost certain to be dramatically outnumbered as they make a desperate last stand in defence of the dark monolith. That being the case, this first scenario is ideal for armies of between 2,000 and 3,000 points, ensuring that they can withstand a degree of attrition. Players can use any army they wish and may even both field armies of the same type drawn from the same army list. The rival forces, determined in their quest, will view any other force as an enemy and be convinced that its goals are contrary to their own, thus setting the stage for some vicious battles! Set-up Place terrain as described. Deployment Once terrain has been placed, the battlefield is divided into six equally sized zones, as shown on the map opposite. The loser of a roll-off deploys first, placing a single, noncharacter unit so that it is completely within one of the zones. The winner of the roll-off then deploys a single, non-character unit so that it is completely within one of the remaining, unoccupied zones. The players continue to alternate in this fashion until each has deployed three non-character units and there is a single unit within each zone. Following the same sequence, each player may then deploy a single character with one of their deployed units. All remaining units and characters are held in reserve (as follows). First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Scenario Special Rules Surprise Battle: Due to the surprise of encountering an unexpected enemy, any unit that wishes to declare a charge during the first round must first pass a Leadership test. If this test is failed, the unit does not count as having declared a charge. Reserves: Reserves are not deployed at the start of the battle. Instead they can enter play during the Compulsory Moves sub-phase of any turn – including the first – of their controlling player's choosing. When they arrive, reserves will enter the battlefield from any point on the battlefield edge that is completely within one of the zones (chosen at random) in which their controlling player deployed a unit at the start of the battle. Roll a D3 to randomly determine which of the three zones reserves arrive within. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. Placing Terrain (Battlefield Terrain) Victory Points (Warhammer Battles)"},"2580":{"id":"narrative-battles/prose/forging-a-narrative","path":"narrative-battles/prose/forging-a-narrative","title":"Forging a Narrative","pathText":"narrative battles prose forging a narrative","type":"rule","body":"One enjoyable aspect of narrative battles is the creation of scenarios that help tell tales of the noble and ignoble adventures of the armies in your collection. Creating a scenario can be as simple as mixing and matching elements of different published scenarios. Alternatively, you may wish to go further still, creating your own deployment maps and victory conditions. But what of the story itself? Why are these armies meeting to do battle and where is this battle taking place? The following sections offer some suggestions for the two most important aspects of any narrative scenario: the location and the motive."},"2581":{"id":"narrative-battles/prose/hallowed-ground","path":"narrative-battles/prose/hallowed-ground","title":"Hallowed Ground","pathText":"narrative battles prose hallowed ground","type":"rule","body":"Be it in the frozen wilderness of the Shadowlands or within the borders of the Empire, when invading armies march to war they advance quickly, seizing territory and taking possession of significant landmarks. But seldom do the defenders of invaded lands sit idly by, instead mounting valiant defences to prevent the enemy's vanguard driving them from their own lands. Historical Recreation This battle, and many like it, took place along the sparsely populated northern coast of the Wasteland as the invasion of Frydaal the Chainmaker intensified. No longer content with looting and raiding, Norscan raiders began to seize land, driving the defenders back. The Armies Each player should write a 500 or 750 points muster list, as described in the Battle March rules (see Arcane Journal - the War of Settra's Fury), or a 1,000 points muster list as described in the Warhammer: the Old World rulebook. The attacker should use either the Warriors of Chaos Grand Army composition list (see Ravening Hordes), or the Wolves of the Sea Army of Infamy composition list (see Arcane Journal - Warriors of Chaos). The defender should use either the Empire of Man Grand Army composition list, or the City-state of Nuln Army of Infamy composition list. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up This battle took place upon the northern coasts of the Wasteland, a desolate region of Westerland dominated by marshes and quagmires. But such battles can occur anywhere in the Old World where invading forces attempt to oust defending armies from their lands. The battlefield should measure 30\" x 44\" and should be left fairly barren, with only a few rocky outcroppings and areas of raised ground placed sporadically across the battlefield. Place terrain as described. In addition, the defender places a single landmark, measuring no more than 4\" at its widest point, in the centre of the battlefield, as shown on the map below: Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone A or B), as shown on the map above. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off chooses who takes the first turn. Game Length The battle will last for five rounds, or until one side concedes. Scenario Special Rules The Landmark: During each Start of Turn sub-phase, the landmark can be controlled by a single unit that is within 3\" of it, that has a Unit Strength of 5 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 3\" of the landmark, the closest unit controls it. If two or more eligible enemy units are equally close, the landmark is 'contested' and neither unit controls it. When calculating combat results, a unit that controls the landmark may claim an additional bonus of +1 combat result point. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. In addition, at the end of the game, divide the battlefield into four equal quarters by drawing four imaginary lines - two from the middle of the two long board edges, and two from the middle of the two short edges - that meet in the centre of the battlefield. Each player then adds together the Unit Strength of each of their models that is completely within each quarter, not counting fleeing models. The player that has the highest Unit Strength within a quarter controls it. For each quarter of the battlefield a player controls, they win a bonus of 50 VP. Finally, if either player controls the landmark at the end of the battle, they win a bonus of 100 VP. Battle March (Arcane Journal: The War of Settra's Fury) Warriors of Chaos Army List Wolves of the Sea Empire of Man Army List City-state of Nuln Placing Terrain (Battlefield Terrain) Alternating Units Stupidity Victory Points (Warhammer Battles) Unit Strength"},"2582":{"id":"narrative-battles/prose/historical-recreations","path":"narrative-battles/prose/historical-recreations","title":"Historical Recreations","pathText":"narrative battles prose historical recreations","type":"rule","body":"The simplest examples of a narrative battle are the historical recreations presented in the pitched battle scenarios. By simply following the guidance given there, by using appropriate armies and terrain, you can attempt to recreate that historic event."},"2583":{"id":"narrative-battles/prose/linked-battles","path":"narrative-battles/prose/linked-battles","title":"Linked Battles","pathText":"narrative battles prose linked battles","type":"rule","body":"A battle is rarely an isolated event, but instead a single climactic confrontation fought as part of a wider conflict. By linking a series of battles together, it is possible to string a few evenings' worth of games into an ongoing and interconnected narrative that unfolds into a saga worthy of entering the annals of Warhammer history. The idea of linking games together is that the outcome of one battle directly affects the events of the next, making for tactically challenging battles with an exciting and unfolding story. Such linked games encourage players to rethink strategies and consider the big picture of their ongoing battles. It becomes possible to lose a battle, but win the war by keeping the ultimate victory in mind. The games create a natural story arc, and before long the players will have great grudges to settle and vows of redemption to honour. In addition to exploring the narrative elements, it allows for an occasional change of pace as players can use smaller or larger forces than they habitually do and explore different scenarios."},"2584":{"id":"narrative-battles/prose/looting-and-pillaging","path":"narrative-battles/prose/looting-and-pillaging","title":"Looting & Pillaging","pathText":"narrative battles prose looting and pillaging","type":"rule","body":"Armies march to war in the company of vast wagon trains laden with vital supplies. To the enemy, such baggage trains offer a tantalising target, for not only can a foes strength and courage be sapped by the loss of rations and wargear, but looted weapons and vittles are welcomed enthusiastically when presented to a camp of hungry warriors. Historical Recreation At every opportunity, Frydaal's invaders would descend upon the rearguard of Westerland's armies, looting and pillaging their supplies. This scenario represents one such attack. The Armies Each player should write a 500 or 750 points muster list, as described in the Battle March rules. The attacker should use either the Warriors of Chaos Grand Army composition list, or the Wolves of the Sea Army of Infamy composition list. The defender should use either the Empire of Man Grand Army composition list, or the City-state of Nuln Army of Infamy composition list. Alternatively, this scenario may be played with any two armies of the players' choosing. In such cases, the players should decide who will be the attacker and who will be the defender. Set-up Battles such as this were common in the northern reaches of the Empire throughout Frydaal's campaigns of destruction, but can occur anywhere in the Old World, from the high passes of the Vaults, to the arid wastes of the Badlands or the rolling pastures of the Empire. The battlefield should measure 30\" x 44\" and should feature terrain appropriate to the armies. Terrain should be grouped close to the short battlefield edges, creating an open area through which the defender's baggage train can advance. Place terrain as described. In addition, the defender places a single baggage train, represented by a miniature diorama occupying a 60 x 100 mm base, within their deployment zone, as shown on the map below: Deployment The defender deploys their army in defence of their baggage train, within the defender's deployment zone, as shown on the map above. Once complete, the attacker deploys their entire army within the attacker's deployment zone. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for four rounds or until one side concedes. Scenario Special Rules Controlling the Baggage Train: The baggage train can be controlled by a single unit that is within 6\" of it, that has a Unit Strength of 5 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6\" of a baggage train, the closest unit controls it. If two or more eligible enemy units are equally close, the baggage train is 'contested' and neither unit controls it. Looting the Baggage Train: An attacking unit with a Unit Strength of 5 or more can attempt to loot the baggage train by moving into base contact with it during the Remaining Moves sub-phase of any of its turns. Whilst an attacking unit is in base contact with the baggage train it will continue to loot it and cannot shoot or cast spells. If, at the end of any turn, an attacking unit is still in base contact with the baggage train, has a Unit Strength of 5 or more, is not engaged in combat and is not fleeing, that unit earns one Loot point. A unit loses its Loot points if it Breaks and flees from combat or is completely destroyed in combat. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. In addition, at the end of the game: The defending player wins a bonus of 100 VP if they control the baggage train. The attacking player wins a bonus of 15 VP per Loot point held by a unit that is not fleeing. Battle March (Arcane Journal: The War of Settra's Fury) Warriors of Chaos Army List Wolves of the Sea Empire of Man Army List City-state of Nuln Placing Terrain (Battlefield Terrain) Unit Strength Victory Points (Arcane Journal: The War of Settra's Fury)"},"2585":{"id":"narrative-battles/prose/narrative-locations","path":"narrative-battles/prose/narrative-locations","title":"Narrative Locations","pathText":"narrative battles prose narrative locations","type":"rule","body":"The table below suggests six locations in which a battle could be fought. Using these, you can create a thematic battlefield that offers unique challenges. It is also possible (even encouraged) to combine these ideas in different ways: Narrative Locations Table D6 Result 1 Riverbank: One side of the battlefield (short or long) can be treated as impassable terrain, representing the fast flowing waters. Perhaps two adjacent edges could be impassable terrain, representing the battle taking place where the river bends. Such a battlefield might feature areas of difficult or dangerous terrain, representing the muddy banks. 2 Forest Glade: The battlefield might be ringed around its edge with woods. The dense wood might cause reserves to get lost in the forest and arrive at randomly determined locations. The same may be true of units that pursue the enemy off the battlefield – they may become lost and not return immediately, if at all. 3 Mountain Fastness: The battlefield should be long and narrow, and at least two of its edges treated as impassable terrain. The rest of the battlefield might be populated with difficult and dangerous terrain in the form of rocky ground. If the ground is steep, the entire battlefield could count as sloping away from one edge, giving an advantage to the side that controls it. 4 Underground Cavern: An underground battle might be a tense and claustrophobic affair fought on a smaller than average battlefield with one or two points of access. Flying creatures are unlikely to be of much use, and war machines of certain types might prove ineffective. In fact, in the dark all missile weapons might be of limited use. 5 Marshland: The majority of the battlefield can be treated as difficult terrain, with the only areas of open ground being low hills that rise from the mire. Cavalry and monsters may find such a battlefield especially difficult. Banks of mist might drift through the air, obscuring line of sight before dispersing, making units unsure where exactly the enemy is. 6 Desert Dunes: A desert battlefield need not be sparse. Hills can represent the shifting dunes; rock formations and ruins can dot the landscape. The heat might sap the strength of heavily armoured units, slowing them down. The glare of the sun might interfere with shooting, whilst unexpected winds and sandstorms can halt all movement and drive away flying creatures."},"2586":{"id":"narrative-battles/prose/narrative-motives","path":"narrative-battles/prose/narrative-motives","title":"Narrative Motives","pathText":"narrative battles prose narrative motives","type":"rule","body":"The Narrative Motives table presents six reasons why two armies are meeting in conflict. When creating a narrative for the battle, the motive is extremely important. When combined with the location, you are able to say almost everything that needs to be said about the story behind the battle. All that remains is to learn the composition of the armies and the outcome – and these are things best revealed by playing the game. Using the suggestions given here and combining them with the Narrative Locations table, you can create a scenario that gives a battle a true sense of significance: Narrative Motives Table D6 Result 1 Border Dispute: Disagreements over the exact location of a border are common and they can be sparked by almost anything. Such disputes can quickly lead to bloodshed; their outcome can see borders move and cause tremendous upheaval. On the tabletop, a border dispute can be represented very simply with one army trying to drive its rival off and claim victory. 2 Lost Riches: The world contains many tremendous riches, and sometimes new wealth is discovered or lost wealth unearthed. In game terms, this could be represented by placing several objectives around the battlefield, each representing a cache of buried riches or a natural deposit of precious stones or metals. The winning player would be the one whose army controls the most objectives at the battle’s end. 3 Nowhere to Run: Tales of desperate last stands by beleaguered armies are the stuff of legend. On the tabletop, an army might be unable to retreat, forced to deploy on the banks of a mighty river or against an impassable cliff face, where it must fight to the death. Alternatively, an army might deploy in the centre of the battlefield, surrounded by its enemy. 4 Access Rights: Many battles have been fought for control of a stretch of road or river, a bridge or a ford, and many armies have found themselves ambushed en route to their destination. In a game, this might be represented by deploying one army in a narrow column that stretches across the table, with the enemy deployed to either side. 5 Conquer New Lands: As armies are defeated, their lands are left undefended, presenting vulnerable targets for rivals. Such contests for the control of land can be represented by dividing the battlefield into four quarters, each of which can be controlled by the side that has the most units completely within it. At the end of the battle, the side that controls the most quarters is victorious. 6 Property Damage: Treasured monuments, important buildings and sacred sites all present valuable targets for an enemy bent upon destruction. On the tabletop, this can be represented by placing a special feature at the centre of the battlefield which the armies fight to control. Alternatively, a special feature can be placed in a well-defended position, with one army attempting to wrest control of the feature from the enemy."},"2587":{"id":"narrative-battles/prose/narrative-scenarios","path":"narrative-battles/prose/narrative-scenarios","title":"Narrative Scenarios","pathText":"narrative battles prose narrative scenarios","type":"rule","body":"There are many examples of narrative scenarios to be found in Warhammer: the Old World supplements. These provide unique deployment maps and maps of terrain to recreate, along with special rules to use. Narrative scenarios tend to be created along the lines of historical recreations, giving guidance as to the forces to use in order to represent the battle the scenario describes. But, as with the pitched battle scenarios, narrative scenarios can be played with any combination of armies."},"2588":{"id":"narrative-battles/prose/open-play","path":"narrative-battles/prose/open-play","title":"Open Play","pathText":"narrative battles prose open play","type":"rule","body":"A term used often in conjunction with narrative battles is 'open play', but what does it mean? Open play means many things, but in essence it refers to the philosophy wherein players treat the rules as a guideline to be aided by, rather than a set of constrictions to restrict them."},"2589":{"id":"narrative-battles/prose/reclamation-of-hollum","path":"narrative-battles/prose/reclamation-of-hollum","title":"Reclamation of Hollum","pathText":"narrative battles prose reclamation of hollum","type":"rule","body":"Having driven the Chainmaker and her forces back to the coastline in a bloody campaign, Miao Ying knew that one final battle could see the followers of the Ruinous Powers banished from the shores of the Empire. However, the Chaos Champion had retreated to the town of Hollum, her fortified outpost and the site of her forsaken monument. The Storm Dragon was unsure what power lay within the great icon, but she knew that the Dark Gods would be paying close attention to their favoured champion, and the Chainmaker's warriors would fight that much harder in the knowledge that the gaze of the gods was fixed firmly upon them. Third Battle Whilst this scenario is the third and final of three linked battles, it can be played as a standalone scenario. Boons of Victory If playing this game as the third of three linked battles, the winner of the previous battle will receive a boon: If the attacker won the previous battle, 0-3 units in their army may have the Vanguard special rule at no additional cost. Additionally, 0-3 units in their army may have the Stubborn special rule at no additional points cost. If the defender won the previous battle, they may write an additional 500 point muster list using the Warriors of Chaos Grand Army composition list or Wolves of the Sea Army of Infamy composition list. Every unit in this muster list has the Ambushers special rule at no additional cost and must begin the game in reserve. The Attacker The attacker should write a single 3,500 point muster list using the Jade Fleet Army of Infamy composition list. The General of this army must be Miao Ying, the Storm Dragon. The Defender The defender should write a single 35000 points muster list using either the Warriors of Chaos Grand Army composition list or the Wolves of the Sea Army of Infamy Composition List. The General of this army must be Frydaal the Chainmaker. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up This battle takes place in the northernmost reaches of the Wasteland, a region heavily afflicted by the corruption of Chaos. The battlefield can be set up as shown opposite, or by using the Shadowland terrain generator. In addition, place a large stone monolith as shown on the map below to represent Frydaal's monument: Frydaal's Monument: A special feature measuring up to 6\" at its widest point. Frydaal's Monument counts as both an arcane monolith and a monument of glory. Deployment The defender deploys their army within the defender's deployment zone, as shown on the map opposite. Once complete, the attacker deploys their entire army within the attacker's deployment zone. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Judgement of the Gods: Characters in the defender's army may re-roll the D6 when rolling on the Gaze of the Gods table. The Storm Dragon's Triumph: Whenever Miao Ying slays an enemy Character (but not unit Champions) in combat, she may regain a single Wound lost earlier in the battle. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. In addition, at the end of the game: The attacking player wins a bonus 50 Victory Points for each character in their army that is alive and not fleeing. The defending player wins a bonus 50 Victory Points for each character in the attacker's army that was slain in a challenge. Vanguard Stubborn Warriors of Chaos Army List Wolves of the Sea Ambushers Jade Fleet Miao Ying Warriors of Chaos Army List Wolves of the Sea Frydaal The Chainmaker Shadowlands Terrain Generator Arcane Monolith Monument of Glory Gaze of the Gods Victory Points (Warhammer Battles)"},"2590":{"id":"narrative-battles/prose/second-linked-battle","path":"narrative-battles/prose/second-linked-battle","title":"Second Linked Battle","pathText":"narrative battles prose second linked battle","type":"rule","body":"Although this scenario is designed to be the second of three linked battles, it can be played alone. Army Selection If playing this game as the second of three linked battles, the players must use the same muster lists they used in the first. However, they must roll a D6 for each unit that suffered casualties or was removed from play during the first battle: Units that Suffered Casualties: For each unit that lost more than a quarter (25%) of its Unit Strength during the first battle, roll a D6: On a roll of 1-3, remove: D3 models (to a minimum of Unit Strength 5) if the unit's Unit Strength is 19 or lower. D6 models (to a minimum of Unit Strength 10) if the unit's Unit Strength is 20 or higher. On a roll of 4+, the unit has managed to patch up its wounded and return them to battle. The unit may be fielded at full strength but must reduce its Leadership characteristic by 1. Destroyed Units: For each unit that was removed from play for any reason (such as being destroyed in combat, being run down by an enemy unit whilst fleeing or fleeing off the battlefield) during the first battle, roll a D6: On a roll of 1-2, the surviving members of the unit have scattered to the hills and not yet returned. The unit cannot be fielded in this game. On a roll of 3+, the surviving members of the unit have regrouped. The unit may be fielded, but the number of models it contains is halved (rounding up to the nearest model). Set-up Place terrain as described. In addition, place a single large hill (ideally more than 12\" at its widest point) in the centre of the battlefield. Atop this hill, place either an arcane monolith or a monument of glory special feature. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length The battle will last a random number of rounds or until one side concedes. Starting at the end of the fifth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the total is 10 or more, the battle ends immediately. If the total is less than 10 then the battle continues for at least one more round. Scenario Special Rules Other than the army selection rules already given, this scenario has no special rules. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. The player that controls the special feature at the end of the battle wins a bonus of 200 Victory Points (in addition to any bonus controlling the special feature may normally give). Placing Terrain (Battlefield Terrain) Arcane Monolith Monument of Glory Alternating Units Victory Points (Warhammer Battles)"},"2591":{"id":"narrative-battles/prose/storm-in-the-wasteland","path":"narrative-battles/prose/storm-in-the-wasteland","title":"Storm in the Wasteland","pathText":"narrative battles prose storm in the wasteland","type":"rule","body":"With the arrival of Miao Ying and her forces in Westerland, the armies of Marienburg received a much needed boost in morale. Quickly, allied forces spread out into the Wasteland, advancing towards the benighted ruins of Hollum and the accursed realm carved out by the Chainmaker. Linked Battles in Westerland Rarely are conflicts in the Old World settled by one-off battles or a single skirmish. Quite the contrary, in fact, for it can take a series of brutal battles over the course of many months, if not years, to bring an end to a tyrant or topple an empire. Over the following pages you will find three linked scenarios that capture the flurry of activity that erupted in the Wasteland upon Miao Ying's arrival in Marienburg. By playing through these in order, you can recreate the early stages of an ongoing conflict that was to rock the Empire for decades to come. Forging Your Own Narrative A series of linked scenarios is one of the most simple types of campaign that two or more players can enjoy. The idea being that the outcome of one battle directly affects the events of the next, making for unique games that tell an exciting and unfolding story. In this spirit, the three linked scenarios that follow represent a series of historical battles that took place between the forces of Frydaal the Chainmaker and the allied armies of Grand Cathay and Marienburg, but they can just as easily be played with any army you so wish. Perhaps Miao Ying felt honour-bound to travel to the Empire in response to the threat posed by Settra the Imperishable rather than a champion of Chaos. Maybe it was the noble knights of Bretonnia who rode to the aid of the beleaguered forces of Empress Magritta to vanquish the Norscans rather than the legions from Grand Cathay. There are plenty of options to explore. Expanding the Narrative If a three-game campaign is a little short, it can be expanded by taking inspiration from the suggestions given for campaign trees and adding additional 'secondary' battles between each of the 'primary' linked scenarios that follow. These might represent tense skirmishes fought as armies march across the Wasteland, or vicious battles fought over strategically important locations. This allows players to command alternative armies, or armies of differing sizes, and even allows more players to participate. To do this, the players simply choose two or more secondary scenarios (be they Pitched Battle scenarios from the Warhammer: the Old World rulebook, or matched play scenarios from the Matched Play Guide) and play these between each of the primary scenarios, using the Wasteland and Shadowlands terrain generators on pages 26 and 27 as appropriate. Which secondary scenario is played between each primary scenario can vary depending upon the outcome of the preceding primary scenario. For example, after playing the first of the three primary scenarios, A Timely Arrival, the players might play the Open Battle scenario if the attacker was victorious, or the Flank Attack scenario if the defender won. Next, they play the third battle in the campaign using the second primary scenario, Assault on Leonen. After this, the players might play either the Break Point scenario if the attacker wins the day at Leonen, or the Command & Control scenario if the defender stands victorious. Finally, after four games, the players will battle for glory by playing the final primary scenario, the Reclamation of Hollum, completing their campaign. Campaign Trees"},"2592":{"id":"narrative-battles/prose/the-battle-of-chalons","path":"narrative-battles/prose/the-battle-of-chalons","title":"The Battle of Châlons","pathText":"narrative battles prose the battle of chalons","type":"rule","body":"The Beastmen answered the roaring challenge of the White Lions with braying and bellowing of their own, the foul creatures snatching up their weapons and surging into the treeline without order or strategy. Even as the first of the Children of Chaos hurled themselves upon the axes of his warriors, Korhil ordered the White Lions to begin giving ground to the Beastmen. The Captain of the White Lions knew that for his plan to work, he would need to draw the Beastmen as far from the herdstone as he could without allowing his forces to be run down and slaughtered... Historical Recreation This moonlit encounter in the Forest of Châlons was fought between the Woodsman of Chrace, under the command of Korhil Lionmane, and a herd of ferocious Beastmen. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Chracian Warhost Army of Infamy composition list. The General of this army must be Korhil Lionmane, Captain of the White Lions and must include at least one unit of Shadow Warriors. The Defender The defender should write a single 2,500 points muster list using the Beastmen Brayherds Grand Army composition list found in Ravening Hordes. This army must include at least one Beastmen Shaman. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up Place terrain as described. In addition, place a large stone monolith as shown on the map below to represent the Herdstone: The Herdstone: A special feature measuring up to 6\" at its widest point. The Herdstone counts as both an Arcane Monolith and a Monument of Glory. Deployment The defender must deploy at least one Wizard from their army within 3\" of the Herdstone. Next, they deploy the rest of their army anywhere in the defender's deployment zone as shown on the map. Once complete, the attacker deploys their entire army within the attacker's deployment zone, as shown on the map opposite. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Drawn To Battle: All units in the defender's army gain the Impetuous special rule. If they already have the Impetuous special rule, then they must apply a -1 modifier when rolling to see if they must charge or may act as normal. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. The player who controls the Herdstone at the end of the battle wins a bonus of 150 Victory Points (in addition to any bonus controlling the special feature may normally give). In addition, at the end of the game: The defending player wins a bonus 100 Victory Points for each Wizard in their army that is still alive at the end of the game. The attacking player wins a bonus 100 Victory Points for each Wizard in the defender's army that has been slain. Beastmen Brayherds Army List Placing Terrain (Battlefield Terrain) Arcane Monolith Monument of Glory Impetuous Victory Points (Warhammer Battles)"},"2593":{"id":"narrative-battles/prose/the-battle-of-matorea","path":"narrative-battles/prose/the-battle-of-matorea","title":"The Battle of Matorea","pathText":"narrative battles prose the battle of matorea","type":"rule","body":"With the darkness of night filling the skies, the black ships of Settra's fleet began to disgorge their Undead cargo onto the beaches before Matorea. As the royal host approached, Sir Cecil Gastonne, the Wyrm Slayer, looked to the west. From beyond the horizon, the knights of Brionne approached, though whether they would arrive to find the defenders embattled, or that Settra's forces had swept through Matorea and on towards distant Bretonnia, he could not say... Historical Recreation The Battle of Matorea was fought between an army of Bretonnian Exiles led by Sir Cecil Gastonne, the Wyrm Slayer, and the undying legions of the Tomb Kings of Khemri, commanded by Settra the Imperishable himself. To represent this, the players should write three muster lists (one for the attacker and two for the defender) as follows: The Attacker The attacker should write a single 3,000 points muster list using the Tomb Kings of Khemri Grand Army composition list found in Warhammer: the Old World – Ravening Hordes. The Defender The defender should write two muster lists, one representing their main force, the other representing the rescue force: Main Force: The defender should write a 1,750 points muster list using the Bretonnian Exiles Army of Infamy composition list. The General of this army must be Sir Cecil Gastonne, the Wyrm Slayer. The Rescue Force: The defender should write a 1,250 points muster list using the Errantry Crusade Army of Infamy composition list, with the following exceptions: The General of the rescue force must be a Bretonnian Duke mounted on a Royal Pegasus, representing the Duke of Brionne. The rescue force must include Lady Élisse Duchaard. Alternatively, this scenario may be played with any two armies of the players' choosing, in which case the defender must spend between 25% and 33% of their army's points value on an allied contingent to act as the rescue force. Set-up Place terrain as described. In addition, place a defensible position as shown on the map. Defensible Position: A defensible position is a hill measuring up to 16\" at its widest point, featuring a single rock-strewn slope. A rock-strewn slope may be no more than 8\" wide and counts as dangerous terrain. Atop the hill is a flat area measuring no more than 8\" along its longest side. One edge of this flat area must be bordered by staked defences, as described below. Deployment The defender deploys their main force within the defender's deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within the attacker's deployment zone. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Reinforcements: The defender's rescue force gains the Ambushers special rule. However, from the beginning of round two onwards, the defender rolls a single D6 for their entire rescue force during each of their Start of Turn sub-phases (rather than rolling a D6 for each individual unit). Upon its arrival, the entire rescue force enters the battle as reinforcements from the western board edge. In other words, all units within the rescue force must be placed on the edge of the battlefield to the right of the defender's deployment zone. Any units belonging to the rescue force that cannot be placed on the battlefield during the turn it arrives may be left in reserve and can be brought on as described previously during the following turn. Fresh from victory at the Citadel Bouelia, all units in the reserve force benefit from the Blessings of the Lady special rule without having to pray at the start of the game. Staked Defences: Staked defences count as a low linear obstacle. However, unless it has the Fly (X) special rule, any unit that charges an enemy behind staked defences makes a disordered charge and becomes Disrupted. In addition, any model whose troop type is 'cavalry' or 'chariot' must make a Peril test (as if it had fled through an enemy unit) if it ends its charge move in base contact with staked defences. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition, at the end of the game: The defending player wins a bonus 250 Victory Points if there are no models belonging to the attacking player upon the flat area atop the defensible position. The attacking player wins a bonus 250 Victory Points if they are the only player with models upon the flat area atop the defensible position. Bretonnian Exiles Tomb Kings of Khemri Army List Errantry Crusade Placing Terrain (Battlefield Terrain) Start of Turn Victory Points (Warhammer Battles)"},"2594":{"id":"narrative-battles/prose/the-battle-of-nan-li","path":"narrative-battles/prose/the-battle-of-nan-li","title":"The Battle of Nan-Li","pathText":"narrative battles prose the battle of nan li","type":"rule","body":"To protect the Great Bastion, the hordes of Chaos had been allowed to breach the fortification and assault the Northern Provinces of Grand Cathay. In preparation for this, an army of peasants had been mustered at Nan-Li, mobilised to intercept the foe once they had pushed deep into Grand Cathay. It was a risk - to fail would leave the foe uncontested to ravage the lands and bring further suffering to its people. Historical Recreation This battle was fought between an army of Grand Cathay and an invading force of Kurgan tribes. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,000 points muster list using the Warriors of Chaos Grand Army composition list found in Ravening Hordes. The Defender The defender should write a single 2,000 points muster list using the Warriors of Wind and Field Army of Infamy composition list. This army must include at least one Cathayan Sentinel. Armies of the Old World Should players wish, this scenario can be played with any two armies of their choosing, other than those described above. If this scenario is played using alternative armies, the defender must include at least one Rare unit in their army. Before the game starts, the attacking player must nominate one Rare unit within the defender's army - this takes the place of the Cathayan Sentinel for the purposes of scenario special rules and Victory Points. Set-up Place terrain as described. As this battle takes place on farmland that has been pillaged by an invading Chaos army, the battlefield should feature a small number of fences, barricades and ruined buildings, and may feature one or more roads (as described in Arcane Journal - Dawn of the Storm Dragon), with the remainder of the battlefield being open space. In addition, to represent the key locations that the forces of Chaos are attempting to burn, place three Objective markers, each represented by a miniature diorama occupying a 40mm round base. Objective markers are a type of battlefield decoration. Objective markers are set up as shown on the deployment map. They cannot be placed within 3\" of a terrain feature or straddling a low linear obstacle - if necessary, move the terrain the smallest possible amount to allow the objective marker to be placed. Controlling Objective Markers: At the end of each turn, an objective marker can be controlled by a single Core unit that is within 6\" of it, that has a Unit Strength of 10 or more, that is not fleeing and that has not succumbed to Stupidity. If two or more eligible units are within 6\" of an objective marker, the closest unit controls it. If two or more eligible units are equally close to an objective marker, the unit with the higher Unit Strength controls it. However, if two or more eligible enemy units are equally close to an objective marker and both have the same Unit Strength, the objective marker is 'contested' and neither unit controls it. Deployment The defender must deploy their main force anywhere in the defender's deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within the attacker's deployment zone, as shown on the map below. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Steadfast Presence: Friendly units in the defender's army that are within 12\" of the Cathayan Sentinel, or the Rare unit chosen in its place if alternative armies are used, may re-roll failed Panic tests. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. In addition, at the end of the game: For each objective marker a player controls at the end of each player's turn, they win a bonus of 30 Victory Points. For each Objective Marker a player controls at the end of the game, their side wins a bonus 100 Victory Points. The attacking player wins a bonus 250 Victory Points if the Cathayan Sentinel, or the Rare unit chosen in its place if alternative armies are used, is slain. Warriors of Chaos Army List Warriors of Wind & Field Cathayan Sentinel Victory Points (Warhammer Battles) Placing Terrain (Battlefield Terrain) Battlefield Decoration Unit Strength Stupidity Panic Tests"},"2595":{"id":"narrative-battles/prose/the-battle-of-stirhuegel-hills","path":"narrative-battles/prose/the-battle-of-stirhuegel-hills","title":"The Battle of Stirhügel Hills","pathText":"narrative battles prose the battle of stirhuegel hills","type":"rule","body":"The sounds of battle echoed throughout the forest as the soldiers of Nuln met the Beastmen under the shadowed boughs. General von Löwenhacke hefted his great maul and barked orders to those around him to prepare to advance. The clearing ahead thrummed so strongly with unnatural power that even he, a man with no magical talent, could feel its presence. Finding the unholy icon was merely the first step however, and destroying it as an army of Beastmen descended upon his forces would be another feat entirely... Historical Recreation The battle amongst the trees on the lowlands of the Stirhügel Hills was fought between the brave army of Nuln under the command of General Hans von Löwenhacke and a ravenous horde of Beastmen. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Beastmen Brayherds Grand Army composition list found in Ravening Hordes. The Defender The defender should write a single 2,500 points muster list using the City-state of Nuln Army of Infamy composition list. The General of this army must be General Hans von Löwenhacke. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up Place terrain as described. In addition, place a large stone monolith as shown on the map below to represent the Herdstone: The Herdstone: A special feature measuring up to 6\" at its widest point. The Herdstone counts as both an Arcane Monolith and a Monument of Glory. Deployment Once terrain has been placed, the battlefield is divided into six equally sized zones, as shown on the map below. The attacker places a single, non-character unit so that it is completely within one of the zones. The defender then deploys a single, non-character unit within one of the remaining unoccupied zones. The players continue to alternate in this fashion until each has deployed three non-character units and there is a single unit within each zone. Following the same sequence, each player may then deploy a single character with one of their deployed units. All remaining units and characters are held in reserve (as follows). First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Reinforcements: Reserves are not deployed at the start of the battle. Instead they can enter play during the Compulsory Moves sub-phase of any turn - including the first - of their controlling player's choosing. When they arrive, reserves will enter the battlefield from any point on the battlefield edge that is completely within one of the zones (chosen at random) in which their controlling player deployed a unit at the start of the battle. Roll a D3 to randomly determine which of the three zones reserves arrive within. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. The player who controls the Herdstone at the end of the battle wins a bonus of 150 Victory Points (in addition to any bonus controlling the special feature may normally give). Beastmen Brayherds Army List City-state of Nuln The General (Characters) General Hans von Löwenhacke Placing Terrain (Battlefield Terrain) Arcane Monolith Monument of Glory Compulsory Moves Victory Points (Warhammer Battles)"},"2596":{"id":"narrative-battles/prose/the-dark-monolith","path":"narrative-battles/prose/the-dark-monolith","title":"The Dark Monolith","pathText":"narrative battles prose the dark monolith","type":"rule","body":"The following sections present an example of three linked, narrative scenarios. In the first, two rival forces encounter one another unexpectedly whilst searching for the same monument to darkness. In the second, they battle once more for control of the monolith, each enduring the losses inflicted during the previous encounter. In the final scenario, the force that holds the monolith must fight bitterly to defend its prize against enemy reinforcements. This is a simple premise, and much of the detail is left blank, leaving players to decide upon the armies that take part and upon the end goals of each player. Is the goal to destroy the monolith, or to use it for evil? Where do the battles take place? Deep within the Forest of Shadows, or upon the frozen steppes of Kislev? How large are the armies? Are they small patrols roaming the wilderness, or mighty war hosts gathered by powerful lords? These are questions for the players to answer. How they do so is part of the fun. Note that each of the scenarios presented here can be played in isolation should you wish."},"2597":{"id":"narrative-battles/prose/the-games-master","path":"narrative-battles/prose/the-games-master","title":"The Games Master","pathText":"narrative battles prose the games master","type":"rule","body":"One of the best ways to introduce new rules or ideas and to run a narrative scenario is with the help of a Games Master. A Games Master (or GM for short) is an optional third player who takes a role somewhere between that of a narrator and of an impartial arbitrator of the rules, who presides over and runs a particular battle. The GM helps the players by setting up the scenario and interpreting and amending – or even making up – the rules as needed."},"2598":{"id":"narrative-battles/prose/the-prophet-and-the-hunter","path":"narrative-battles/prose/the-prophet-and-the-hunter","title":"The Prophet & The Hunter","pathText":"narrative battles prose the prophet and the hunter","type":"rule","body":"Orion cared not for the cacophony of horns and war cries that now surrounded his company, for his prize was finally within his reach. Only once the foul shaman had been slain would Orion even entertain the idea of withdrawing to Athel Loren, but until then, there was no number of Beastmen that could keep Kralmaw safe from Orion's wrath, or so the god-king thought... Historical Recreation This desperate battle was fought between Orion's Wild Hunt, under the command of the King in the Woods himself, and a herd of Beastmen led by the cunning Kralmaw. To represent this, the players should write three muster lists (one for the attacker and two for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Orion's Wild Hunt Army of Infamy composition list. The General of this army must be Orion, the King in the Woods. The Defender The defender should write two muster lists, one representing their main force, the other representing the ambushing force: Main Force: A 1,500 points muster list written using the Beastmen Brayherds Grand Army composition list found in Ravening Hordes. The General of this army must be Kralmaw, the Prophet of Ruin. Ambushing Force: A 2,000 points muster list written using the Beastmen Brayherds Grand Army composition list found in Ravening Hordes. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up Place terrain as described. In addition, place a large stone monolith as shown on the map below to represent the Herdstone: The Herdstone: A special feature measuring up to 6\" at its widest point. The Herdstone counts as both an Arcane Monolith and a Monument of Glory. Deployment The defender must deploy their main force anywhere in the defender's deployment zone, as shown on the map. Once complete, the attacker deploys their entire army within the attacker's deployment zone, as shown on the map below. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Roaming Warherds: Every unit within the defender's ambushing force gains the Ambushers special rule for free. Fighting to Safety: Once Kralmaw has been slain, should any part of a unit in the attacker's force move into contact with, or cross beyond, any edge of the battlefield, it is removed from play but is not destroyed. The unit has successfully fought its way free of the ambush and is racing to the safety of the World Roots. Vengeful Wrath: All units in the attacker's force gain the Impetuous special rule. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition, at the end of the game: The defending player wins a bonus 250 Victory Points if Orion has been slain. The attacking player wins a bonus 50 Victory Points for each friendly unit that fought its way free from the battlefield. Orion's Wild Hunt Orion, the King in the Woods Beastmen Brayherds Army List Kralmaw, the Prophet of Ruin Beastmen Brayherds Army List Placing Terrain (Battlefield Terrain) Arcane Monolith Monument of Glory Ambushers Impetuous Victory Points (Warhammer Battles)"},"2599":{"id":"narrative-battles/prose/the-role-of-a-gm","path":"narrative-battles/prose/the-role-of-a-gm","title":"The Role of a GM","pathText":"narrative battles prose the role of a gm","type":"rule","body":"The role a Games Master takes will vary from group to group. It may be a blend of all the points that follow or be something else entirely, as the players and their games require. An Unbiased Observer The role of GM can be to simply observe the game and offer an impartial opinion on any uncertainties that arise. Players can share secrets with the GM, such as the predetermined point that reinforcements will arrive from, or where Scouts are deployed in hiding. With a GM's help, entire armies can even be deployed in secret. A Narrator & Storyteller Some groups will be fortunate enough to include a member gifted in storytelling and the creation of unique scenarios. This can be utilised by allowing the individual, acting as GM, to set the scene and talk the players through the action as it unfolds. Should the game take an unexpected turn, a skilled GM can either alter the narrative to accommodate this, or gently nudge the action back onto the intended track. An Arbiter of the Rules For many, the role of GM is of someone who forges and re-forges the rules throughout a game to maintain the flow of the action. When taken in conjunction with the telling of an unfolding story, this can result in many unusual events happening, creating some truly memorable moments. An Impartial Third Player Imagine a group of skirmishers moving through a wood have disturbed the lair of a terrible beast, or the noise of a battle in an underground realm has awoken a slumbering Dragon. In such cases, these wandering monsters can be controlled by the GM. There may even be a third force involved in the game somehow, controlled by the GM. Fate's Representative Sometimes, a battle might need nudging along in a certain direction, and if the game is part of a campaign, this might be especially important. In such cases, a GM might choose to help one of the players in small ways, or to hinder another. Ideally, this should only be done when the action requires it. The presence of a GM can add many extra levels to your games, and players are encouraged to give it a try – no one knows until they do just how much fun the role can be or who will be best at it."},"2600":{"id":"narrative-battles/prose/the-ruins-of-hollum","path":"narrative-battles/prose/the-ruins-of-hollum","title":"The Ruins of Hollum","pathText":"narrative battles prose the ruins of hollum","type":"rule","body":"The sound of rhythmic drums and marching boots washed over the battlements that surrounded Hollum as the Empire forces approached. Frydaal rose to her feet at the base of the monolith, her communion with the Ruinous Powers had reached its end and the great monolith thrummed with dark power. The soldiers of the Empire would meet their doom at the hands of Frydaal the Chainmaker, and witness the power of the Chaos gods... Historical Recreation The battle amongst the ruins of Hollum was fought between marauding Chaos worshippers under the command of Frydaal the Chainmaker, and the mercenary army of Westerland. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a single 2,500 points muster list using the Empire of Man Grand Army composition list found in Forces of Fantasy. The Defender The defender should write a single 2,500 points muster list using the Wolves of the Sea Army of Infamy composition list. At least one unit must have the Ambushers special rule and must be held in reserve. The general of this army must be Frydaal the Chainmaker. Alternatively, this scenario may be played with any two armies of the players choosing. Set-up Place terrain as described. In addition, place a large stone monolith as shown on the map to represent Frydaal's monument: Frydaal's Monument: A special feature measuring up to 6\" at its widest point. Frydaal's Monument counts as both an arcane monolith and a monument of glory. Deployment The defender deploys their army within the defender's deployment zone, as shown on the map opposite. Once complete, the attacker deploys their entire army within the attacker's deployment zone. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules Judgement of the Gods: Characters in the defender's army may re-roll the D6 when rolling on the Gaze of the Gods table. Reinforcements: Any units in the attacker's army with the Ambushers special rule must enter the battlefield via the southern table edge upon their arrival. Any Ambushers that cannot be placed on the battlefield during the turn they arrive may be left in reserve and can be brought on as described above during the following turn. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition, at the end of the game: The defending player wins a bonus 50 Victory Points for each character in the attacker's army that was slain in a challenge. The attacking player wins a bonus 50 Victory Points for each character in their army that is alive and not fleeing. Empire of Man Army List Wolves of the Sea Ambushers Placing Terrain (Battlefield Terrain) Gaze of the Gods Victory Points (Warhammer Battles)"},"2601":{"id":"narrative-battles/prose/the-storming-of-khazid-vosk","path":"narrative-battles/prose/the-storming-of-khazid-vosk","title":"The Storming of Khazid Vosk","pathText":"narrative battles prose the storming of khazid vosk","type":"rule","body":"As the booming of cannon filled the air, Burlok looked upon the horde spilling forth from the darkened halls of Khazid Vosk like water from a burst dam. Swearing an oath of vengeance for those who would meet the ancestors this day, Burlok hefted his hammer and ordered his warriors to make ready. If the Orcs were so eager to abandon their position, then Burlok would not waste the opportunity to reclaim it in the name of the Engineers Guild. Historical Recreation The Storming of Khazid Vosk took place when an expeditionary force led by Burlok Damminson attacked a horde of Orcs and Goblins that had overtaken Khazid Vosk and the surrounding hills. To represent this, the players should write two muster lists (one for the attacker and one for the defender) as follows: The Attacker The attacker should write a 3,000 points muster list using the Expeditionary Force Army of Infamy composition list. The General of this army must be Burlok Damminson. The Defender The defender should write a 3,000 points muster list using the Orc & Goblin Tribes Grand Army composition list found in Ravening Hordes. Alternatively, this scenario may be played with any two armies of the players’ choosing. If so, both the attacker and defender should each write a single 3,000 points muster list. Set-up Place terrain as described. As this battle takes place at the gates of Khazid Vosk, a Dwarfen hold on the wooded slopes of the Worlds Edge Mountains, the terrain should include clusters of trees, rocky outcrops and areas of raised ground. The defender’s deployment zone should be left clear and open, with the exception of a pair of large pillars marking the entrance to Khazid Vosk. Deployment If this battle is being fought as a historical recreation, the Dwarf player is the attacker and the Orc and Goblin player is the defender. Otherwise, the players must decide who is the attacker and who is the defender. The defender deploys their entire army within the defender’s deployment zone as shown on the map opposite. Then, the attacker deploys their entire army within the attacker’s deployment zone. First Turn In this scenario, the attacker will automatically take the first turn. Game Length The battle will last for six rounds or until one side concedes. Scenario Special Rules \"The Mountains Are Crawling With 'Em\": 0-6 units (0-3 of which may be characters) in the defender’s army may have the Ambushers special rule for free. Entrenched Besiegers: Once both armies have been deployed, the attacker may nominate any number of units in their army. The nominated units count as being 'Entrenched'. In addition, any units in the defender’s army that end their movement within the attacker’s deployment zone must take a Dangerous Terrain test. The Gatehouse: The gatehouse is an area of open ground that extends 12\" from the centre of the southern board edge, as shown on the map opposite. Any units inside the gatehouse may re-roll failed Panic tests and Rally tests. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Warhammer: the Old World rulebook. In addition, at the end of the game: The defending player wins a bonus 50 Victory Points for each friendly unit that has half (50%) or more of its models within their deployment zone (not counting fleeing units). The attacking player wins a bonus 50 Victory Points for each friendly unit that has half (50%) or more of its models within the defender’s deployment zone (not counting fleeing units). Whichever player has the highest total unit strength within the gatehouse (not counting fleeing models) wins a bonus 200 Victory Points. Expeditionary Force Orc & Goblin Tribes Army List Placing Terrain (Battlefield Terrain) Dangerous Terrain Panic Tests Rally Fleeing Units Victory Points (Warhammer Battles)"},"2602":{"id":"narrative-battles/prose/think-of-them-more-as-guidelines","path":"narrative-battles/prose/think-of-them-more-as-guidelines","title":"\"Think Of Them More As Guidelines\"","pathText":"narrative battles prose think of them more as guidelines","type":"rule","body":"Another key aspect of open play is that it gives players permission to change a rule if doing so will improve the experience in the moment. For example, a vital unit might unexpectedly lose combat and Break, causing the game to end suddenly and unsatisfyingly. Of course, such is the way of things and there is no altering that. However, sometimes players encountering such an event might agree to alter the outcome of the Break test, perhaps allowing the defeated unit to instead Fall Back in Good Order. Doing so might extend the game and, more importantly, might feel like the more correct outcome in the circumstances. By way of another example, imagine a battle fought under the gloom of twilight. In such conditions, shooting may reasonably be expected to be less effective. To evoke this, players may add a rule, perhaps agreeing that all long range shooting suffers an additional -1 To Hit modifier, or perhaps agreeing that the Range characteristic of all missile weapons should be reduced. Whatever the case, players – especially good friends who know one another well – are encouraged to make amendments to the rules before or during a game if doing so will help to enforce the narrative. Provided both players are having fun and are in agreement, such amendments and alterations can lead to some truly memorable moments."},"2603":{"id":"narrative-battles/prose/third-linked-battle","path":"narrative-battles/prose/third-linked-battle","title":"Third Linked Battle","pathText":"narrative battles prose third linked battle","type":"rule","body":"Although this scenario is designed to be the third of three linked battles, it can be played alone. Army Selection If playing this game as the third of three linked battles, the loser of the second battle uses the same muster list they used in the first, representing that reinforcements have arrived. The winner of the second battle must use the same army they began that battle with. However, as even greater losses have now been suffered, they must roll a D6 for each unit that suffered casualties or was removed from play during the second battle: Units that Suffered Casualties: For each unit that lost more than a quarter (25%) of its Unit Strength during the second battle, roll a D6: On a roll of 1-2, remove: D3 models (to a minimum of Unit Strength 5) if the unit's Unit Strength is 19 or lower. D6 models (to a minimum of Unit Strength 10) if the unit's Unit Strength is 20 or higher. On a roll of 3+, the unit has managed to patch up its wounded and return them to battle. The unit may be fielded at full strength but must reduce its Leadership characteristic by 1. Destroyed Units: For each unit that was removed from play for any reason (such as being destroyed in combat, being run down by an enemy unit whilst fleeing or fleeing off the battlefield) during the second battle, roll a D6: On a roll of 1, the surviving members of the unit have scattered to the hills and not yet returned. The unit cannot be fielded in this game. On a roll of 2+, the surviving members of the unit have regrouped. The unit may be fielded, but the number of models it contains is halved (rounding up to the nearest model). Set-up Place terrain as described. In addition, place a single large hill (ideally more than 12\" at its widest point) in the centre of the battlefield. Atop this hill, place either an arcane monolith or a monument of glory special feature. Deployment In this scenario, the army that won the second battle is the defender. The army that lost the second battle is the attacker. Once the battlefield has been set up, the defender deploys their entire army within the 18\" square defender's deployment zone, as shown on the map opposite. Once complete, the attacker deploys their army anywhere on the battlefield that is more than 8\" away from any of the defender's models. First Turn In this scenario, the defender will automatically take the first turn. Game Length The battle will last for six rounds or until the defender either concedes or is wiped out. Scenario Special Rules Other than the army selection rules already given, this scenario has no special rules. Victory! Victory in this scenario depends entirely upon how long the defender can last – the longer they can fight, the more likely it is their ritual will be completed: If the defender lasts until the end of round six, they win a major victory. If the defender lasts until the end of round five, they win a minor victory. If the defender concedes or is wiped out before the end of round three or four, the attacker wins a minor victory. If the defender concedes or is wiped out before the end of round one or two, the attacker wins a major victory. Placing Terrain (Battlefield Terrain) Arcane Monolith Monument of Glory"},"2604":{"id":"narrative-battles/prose/war-in-the-shadowlands","path":"narrative-battles/prose/war-in-the-shadowlands","title":"War in the Shadowlands","pathText":"narrative battles prose war in the shadowlands","type":"rule","body":"Far to the north of the Old World, beneath dark and storm-laden skies, mighty champions of the Ruinous Powers roam the Shadowlands accompanied by their warbands, seeking out rivals to battle in the hope of attracting the gaze of the gods and earning eternal glory. Those that are found wanting are cast down by their rivals, their lives offered to the Ruinous Powers in bloody tribute. Those that stand victorious garner the attention of the Dark Gods and earn their dubious blessings. Historical Recreation When Frydaal the Chainmaker began leading her fleets south to conquer the lands of the Empire, many were the chieftains of Norsca and aspiring champions of Chaos that sought to earn the right to sail with her. Across the Shadowlands, warbands clashed, slaying their rivals and looting their encampments by the score to prove their worth. This scenario represents one such clash. The Armies Each player should write a 500 points muster list, as described in the Battle March rules, using either the Warriors of ChaosGrand Army composition list, or the Wolves of the Sea Army of Infamy composition list. Alternatively, this scenario may be played with any two armies of the players' choosing. Set-up This battle takes place in the frozen expanse of the Shadowlands, where endless tundra stretches as far as the eye can see, broken only occasionally by twisted forests and rocky outcrops, beneath a dark and stormy sky from which the laughter of Dark Gods echoes. The battlefield should measure 30\" x 44\" and should be left fairly barren, with only a few rocky outcroppings and areas of raised ground placed sporadically across the battlefield. Place terrain as described. In addition, place two battlefield objectives (as described in the Battle March rules), representing valuable supplies and treasures, as shown on the map below: Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map above. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, players fight a 'Warrior's Duel' (see below) to determine who takes the first turn. Game Length Before the game begins, players can choose to play a 'fixed' length game or a random length game: Fixed Game Length: The battle will last for five rounds, or until one side concedes. Random Game Length: The battle will last a random number of rounds or until one side concedes. Starting at the end of the fourth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the score is 8 or more, the battle ends immediately. If the total is less than 8 then the battle continues for at least one more round. Scenario Special Rules Warrior's Duel: Instead of rolling off to determine which player takes the first turn, both players choose a single unit champion with a Wounds characteristic of 1 whose troop type is infantry or cavalry from within their army to fight in a Warrior's Duel. The chosen combatants then fight as if engaged in a challenge, fighting as many rounds of combat as necessary to determine a victor. Once a victor has been determined, that model may roll once on the Gaze of the Gods table before returning to their unit. That model's controlling player then takes the first turn. If both champions are slain, or if either player does not have a champion eligible to take part in the duel, the players must roll off as normal. Victory! Once the battle has ended, use Victory Points to determine which player is the winner, as described in the Battle March rules. In addition, each player wins a bonus of 25 Victory Points for each enemy champion or character slain during a challenge (including the Warrior's Duel) by a champion or character within their army. Frydaal The Chainmaker Battle March (Arcane Journal: The War of Settra's Fury) Warriors of Chaos Army List Wolves of the Sea Placing Terrain (Battlefield Terrain) Alternating Units Infantry Cavalry Gaze of the Gods Victory Points (Arcane Journal: The War of Settra's Fury)"},"2605":{"id":"narrative-battles/prose/war-in-westerland","path":"narrative-battles/prose/war-in-westerland","title":"War in Westerland","pathText":"narrative battles prose war in westerland","type":"rule","body":"The city of Marienburg is vast and crowded, its name known by all that hear it and recognised as the largest and wealthiest port in the entire world. But it is a city that sits upon the edge of a desolate landscape, for to the north, east and west of Marienburg stretch great expanses of salt-tainted marshes, desolate moorlands and wind-blasted sand dunes known as the Wasteland. The Wasteland Marienburg itself sits upon the fertile banks of the River Reik, surrounded by innumerable small towns and villages. The land that surrounds the banks of the Reik and the city of Marienburg itself is populated by merchants, farmers and fishermen in great numbers, all working to harvest the natural abundance of the Reik and the rich farmland through which it flows in order to feed the vast population of the city and fuel its endless hunger for trade. Directly north of Marienburg, on the eastern shores of the Manaansport Sea, lie the Cursed Marshes, a dark and desolate region of saltwater swamps in which sinister things are said to lurk. These trackless swamps give way to wind-blasted sand dunes that stretch far inland, bereft of civilisation but for the coastal driftwood hamlets of the fishermen who ply the waves of Manaansport. Less than a day's ride inland from the coast, the dunes meet the Tumble Downs, an endless expanse of mist-shrouded moors and treacherous bogs, named for its rolling hills and sunken wetlands. Yet far to the north, where the Tumble Downs meet the Sea of Claws, and to the east, where the Wasteland meets the Laurelorn Forest, life returns. Under storm-laden skies, many small harbour towns thrive upon the coast. Places such as Hollum and Aarnau reap the bounty of the sea, their harvest feeding the towns that cluster along the North Road, the well-worn highway that intersects the Middenheim Road at Wouduin Tolstation on the edge of the Drakwald Forest, and which, eventually, connects the distant corners of Westerland to mighty Marienburg. The Coming of Chaos When the wolfships of Frydaal the Chainmaker first landed upon the docks of Hollum, bringing death and destruction to the people that dwelt there, it was no doubt the barrenness of the lands beyond the town's meagre palisade walls that prevented her warriors from marauding further inland. For several summers, the Chainmaker's warriors contented themselves with raiding along the northernmost coast of the Wasteland, sowing destruction and reaping despair, and raising foul monuments to their dark and twisted gods. With the ruins of Hollum firmly under her control, the Chainmaker turned her attention to the larger town of Aarnau. Despite its size and defences, Aarnau quickly fell to the marauding Norscans, the town's demise gifting Frydaal easy access to the River Aarnau and the North Road. From there, the Chainmaker's forces quickly dispersed through the northern reaches of the Wasteland, besieging and destroying any town they encountered and raising great monuments to the Ruinous Powers throughout the Tumble Downs. As the destruction they wrought grew, and as the obscene idols they raised attracted the winds of dark magic, the barren landscape became ever more corrupted and inhospitable. With each passing season, the plight of the denizens of the Wasteland deepened and the grip of Chaos upon the Old World grew. Gradually, the barren landscape came to resemble the accursed Shadowlands, the skies darkening with great storms of unnatural vigour and the land itself warping at the touch of cold winds carrying the taint of corruption and mutation. Battles in the Wasteland It was into this blighted landscape that the armies of Miao Ying, the Storm Dragon, marched in the year 2278 of the Imperial Calendar. This was a momentous occasion, for it is rare that the armies of the Empire and Grand Cathay fight shoulder to shoulder. Yet, for those that fought under the banners of the Storm Dragon and the Empress of Coin, thoughts of such significance were not at the forefront of their minds. The soldiers of Westerland were fighting a brutal and protracted war against an invading enemy, one whose very presence was gradually warping and twisting the Wasteland, whilst the soldiers of Grand Cathay were fighting in unfamiliar lands beside unfamiliar allies. Random Terrain Generation These are tables that can be used to randomly generate terrain for your battlefield, thus removing any personal bias that may creep in when choosing terrain. Wasteland Terrain Generator Shadowlands Terrain Generator Wasteland Terrain Generator Shadowlands Terrain Generator"},"2606":{"id":"narrative-battles/prose/what-is-a-narrative-battle","path":"narrative-battles/prose/what-is-a-narrative-battle","title":"What is a Narrative Battle?","pathText":"narrative battles prose what is a narrative battle","type":"rule","body":"The term 'narrative battle' describes any battle that allows players to explore the background by adding new rules to the game or by foregoing rules that seem restrictive in the circumstances. Of course, there is nothing wrong with simply fighting a battle for the sake of it – the game is there to be enjoyed in all its forms, and it can be argued that any game has a degree of narrative behind it as almost all players will imagine the action unfolding in cinematic scope within their mind's eye. A narrative battle is one that expands upon this, drawing both players into a shared story. This can be done in a number of ways – by adding a story that sets the backdrop for the forthcoming battle, by adding scenario special rules or victory conditions (be they drawn from another scenario or source, or be they especially written by the players) that make the characters, armies or environment better evoke the story. In this way the battle itself completes the 'tale' begun by the scenario."},"2607":{"id":"ogre-kingdoms/armylist/legacy","path":"ogre-kingdoms/armylist/legacy","title":"Ogre Kingdoms Legacy Army List","pathText":"ogre kingdoms armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Ogre Kingdoms. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Tyrant or Slaughtermaster per 1,000 points Bruisers, Butchers, Hunters and Firebellies Core At least 25% of your army's points value must be spent on: 1+ Ogre Bulls Ironguts, Gnoblar Fighters, Gnoblar Trappers and Sabretusk Packs Special Up to 50% of your army's points value may be spent on: Leadbelchers and Yhetees 0-1 unit of Maneaters per 1,000 points 0-1 unit of Mournfang Cavalry per 1,000 points 0-1 heavy chariot chosen from the following list per 1,000 points: Ironblaster Gnoblar Scraplauncher Rare Up to 25% of your army's points value may be spent on: 0-1 Thundertusk Riders per 1,000 points 0-1 Stonehorn Riders per 1,000 points 0-3 Gorgers Giants Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Orc & Goblin Tribes Battle Standard Bearer A single Bruiser in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Tyrant Slaughtermaster Bruiser Butcher Hunter Firebelly Ogre Bulls Ironguts Gnoblar Fighters Gnoblar Trappers Sabretusk Pack Leadbelchers Yhetees Maneaters Mournfang Cavalry Ironblaster Gnoblar Scraplauncher Thundertusk Riders Stonehorn Riders Gorger Giant Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Orc & Goblin Tribes The Battle Standard"},"2608":{"id":"ogre-kingdoms/armylist/renegade-draft-1.5.2.2","path":"ogre-kingdoms/armylist/renegade-draft-1.5.2.2","title":"Ogre Kingdoms Renegade Army List","pathText":"ogre kingdoms armylist renegade draft 1.5.2.2","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Tyrant or Slaughtermaster per 1,000 points Bruisers, Butchers, Hunters and Firebellies Core At least 25% of your army’s points value must be spent on: Ogre Bulls, Ironguts, Gnoblar Fighters, Gnoblar Trappers and Sabretusk Packs Special Up to 50% of your army’s points value may be spent on: Leadbelchers, Yhetees and Gnoblar Scraplaunchers 0-1 unit of Maneaters per 1,000 points 0-1 unit of Mournfang Cavalry per 1,000 points 0-1 Ironblaster per 1,000 points Rare Up to 25% of your army’s points value may be spent on: 0-1 Thundertusk Riders per 1,000 points 0-1 Stonehorn Riders per 1,000 points Gorgers and Giants Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Orc & Goblin Tribes Battle Standard Bearer A single Bruiser in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Bellowers & Musicians Rather than using instruments, most Ogre ‘musicians’ belong to a special caste known as Bellowers. As their name implies, a Bellower’s instrument is their voice and lungs, with which they can make an incredible noise, even if only another Ogre would find it musical."},"2609":{"id":"ogre-kingdoms/faction","path":"ogre-kingdoms/faction","title":"Ogre Kingdoms","pathText":"ogre kingdoms faction","type":"army","body":"Rules Special Rules Bellowers & Musicians Bull Charge Ogre Charge Butcher's Cauldron Running with the Pack Blessings of the Volcano God Traps & Snares Ravenous Hunger Largely Insignificant 'Eadbutt (Giant) Belly Flop Giant Attacks Jump Up & Down Look-out Gnoblar Mighty Swing (Giant) Thump with Club Mournfang Charge Pick Up And... Numbing Chill Stone Skeleton Thunderous Charge Weapons of War Great Throwing Spears Flaming Breath (Ogre Kingdoms) Horns of Stone Great Tusks Wicked Claws Chill Breath Leadbelcher Gun Grimfrost Weapon Monstrous Tusks Giant's Club Cannon of the Sky-Titans Scraplauncher Catapult Chaintrap Blood Vulture Distensible Jaw Harpoon Launcher Ironfist Ogre Pistol Brace of Ogre Pistols Warhammer Armies Ogre Kingdoms Legacy Army List The Lores of Magic Lore of the Great Maw Magic Items (and Abilities) Big Names Ogre Kingdoms Magic Items Units Character Bruiser Butcher Firebelly Hunter Slaughtermaster Tyrant Mount Stonehorn Thundertusk Infantry Gnoblar Fighters Gnoblar Trappers Ironguts Leadbelchers Maneaters Ogre Bulls Yhetees Cavalry Mournfang Cavalry Sabretusk Pack Chariot Gnoblar Scraplauncher Ironblaster Monster Giant Gorger Stonehorn Riders Thundertusk Riders Bellowers & Musicians Bull Charge Ogre Charge Butcher's Cauldron Running with the Pack Blessings of the Volcano God Traps & Snares Ravenous Hunger Largely Insignificant 'Eadbutt (Giant) Belly Flop Giant Attacks Jump Up & Down Look-out Gnoblar Mighty Swing (Giant) Thump with Club Mournfang Charge Pick Up And... Numbing Chill Stone Skeleton Thunderous Charge Great Throwing Spears Flaming Breath (Ogre Kingdoms) Horns of Stone Great Tusks Wicked Claws Chill Breath Leadbelcher Gun Grimfrost Weapon Monstrous Tusks Giant's Club Cannon of the Sky-Titans Scraplauncher Catapult Chaintrap Blood Vulture Distensible Jaw Harpoon Launcher Ironfist Ogre Pistol Brace of Ogre Pistols Ogre Kingdoms Legacy Army List Lore of the Great Maw Big Names Ogre Kingdoms Magic Items Bruiser Butcher Firebelly Hunter Slaughtermaster Tyrant Stonehorn Thundertusk Gnoblar Fighters Gnoblar Trappers Ironguts Leadbelchers Maneaters Ogre Bulls Yhetees Mournfang Cavalry Sabretusk Pack Gnoblar Scraplauncher Ironblaster Giant Gorger Stonehorn Riders Thundertusk Riders"},"2610":{"id":"ogre-kingdoms/magic-item-list/big-names","path":"ogre-kingdoms/magic-item-list/big-names","title":"Big Names","pathText":"ogre kingdoms magic item list big names","type":"rule","body":"Some Ogres gain such renown that they literally earn a name for themselves. Whilst many Ogres will be awarded humble or humorous nicknames based upon their achievements, some can earn truly grandiose titles that inspire awe in their kin. To represent this, some characters drawn from the Ogre Kingdoms army list may be given a Big Name, chosen from those detailed below. Each Big Name gives the character certain benefits in the form of modified characteristics and additional special rules: Big Names Beastkiller Deathcheater Giantbreaker Kineater Longstrider Mawseeker Mountaineater Beastkiller Deathcheater Giantbreaker Kineater Longstrider Mawseeker Mountaineater"},"2611":{"id":"ogre-kingdoms/magic-item-list/big-names-renegade-draft-1.5.2.2","path":"ogre-kingdoms/magic-item-list/big-names-renegade-draft-1.5.2.2","title":"Big Names","pathText":"ogre kingdoms magic item list big names renegade draft 1.5.2.2","type":"rule","body":"Beastkiller Mawseeker Wallcrusher Mountaineater Giantbreaker Kineater Longstrider Deathcheater Beastkiller Mawseeker Wallcrusher Mountaineater Giantbreaker Kineater Longstrider Deathcheater"},"2612":{"id":"ogre-kingdoms/magic-item-list/ogre-kingdoms-magic-items","path":"ogre-kingdoms/magic-item-list/ogre-kingdoms-magic-items","title":"Ogre Kingdoms Magic Items","pathText":"ogre kingdoms magic item list ogre kingdoms magic items","type":"rule","body":"These magic items are unique to Ogre Kingdoms armies. These can be purchased by models within an Ogre Kingdoms army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Ogre Kingdoms Magic Items Bloodcleaver Bull Standard Cannibal Totem Cathayan Jet Pendant* Daemon-Slayer Scars* Dragonhide Banner Fistful of Laurels* Grut's Sickle Gut Maw Halfling Cookbook Hellheart Jade Lion Mastodon Armour Rune Maw Skullplucker Spangleshard Tenderiser Thundermace Bloodcleaver Bull Standard Cannibal Totem Cathayan Jet Pendant* Daemon-Slayer Scars* Dragonhide Banner Fistful of Laurels* Grut's Sickle Gut Maw Halfling Cookbook Hellheart Jade Lion Mastodon Armour Rune Maw Skullplucker Spangleshard Tenderiser Thundermace"},"2613":{"id":"ogre-kingdoms/magic-item-list/ogre-kingdoms-renegade-draft-1.5.2.2","path":"ogre-kingdoms/magic-item-list/ogre-kingdoms-renegade-draft-1.5.2.2","title":"Ogre Kingdoms Renegade Magic Items","pathText":"ogre kingdoms magic item list ogre kingdoms renegade draft 1.5.2.2","type":"rule","body":"Thundermace Tenderiser Skullplucker Bloodcleaver Gut Maw Mastodon Armour Spangleshard Cathayan Jet Pendant* Dragonhide Banner Rune Maw Cannibal Totem Bull Standard Jade Lion Daemon-Slayer Scars* Fistful Of Laurels* Halfling Cookbook Hellheart Grut’s Sickle Tooth-Gnoblar* Thundermace Tenderiser Skullplucker Bloodcleaver Gut Maw Mastodon Armour Spangleshard Cathayan Jet Pendant* Dragonhide Banner Rune Maw Cannibal Totem Bull Standard Jade Lion Daemon-Slayer Scars* Fistful Of Laurels* Halfling Cookbook Hellheart Grut’s Sickle Tooth-Gnoblar*"},"2614":{"id":"ogre-kingdoms/magic-item/beastkiller","path":"ogre-kingdoms/magic-item/beastkiller","title":"Beastkiller","pathText":"ogre kingdoms magic item beastkiller","type":"magic-item","body":"As a sign of their prowess as a hunter of monsters, a Beastkiller will adorn their body with trophy horns and tusks. Once per turn, this character may re-roll a single failed roll To Wound made against an enemy model with the Large Target special rule. Large Target"},"2615":{"id":"ogre-kingdoms/magic-item/beastkiller-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/beastkiller-draft-1.5.2.2","title":"Beastkiller","pathText":"ogre kingdoms magic item beastkiller draft 1.5.2.2","type":"magic-item","body":"0-1 per army. Hunter only. Unless wielding a magic weapon, a model with this Big Name (but not its mount) gains the Monster Slayer special rule. Monster Slayer does not apply to shooting attacks."},"2616":{"id":"ogre-kingdoms/magic-item/bloodcleaver","path":"ogre-kingdoms/magic-item/bloodcleaver","title":"Bloodcleaver","pathText":"ogre kingdoms magic item bloodcleaver","type":"magic-item","body":"This revolting, gore-encrusted weapon possesses a Vampiric energy, channelling the life force from its victims into its wielder. Bloodcleaver Magical Attacks Notes: Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound. Magical Attacks The Combat Phase"},"2617":{"id":"ogre-kingdoms/magic-item/bloodcleaver-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/bloodcleaver-draft-1.5.2.2","title":"Bloodcleaver","pathText":"ogre kingdoms magic item bloodcleaver draft 1.5.2.2","type":"magic-item","body":"Bloodcleaver Magical Attacks Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound. Magical Attacks"},"2618":{"id":"ogre-kingdoms/magic-item/bull-standard","path":"ogre-kingdoms/magic-item/bull-standard","title":"Bull Standard","pathText":"ogre kingdoms magic item bull standard","type":"magic-item","body":"The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it. A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits. Impact Hits (X)"},"2619":{"id":"ogre-kingdoms/magic-item/bull-standard-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/bull-standard-draft-1.5.2.2","title":"Bull Standard","pathText":"ogre kingdoms magic item bull standard draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits."},"2620":{"id":"ogre-kingdoms/magic-item/cannibal-totem","path":"ogre-kingdoms/magic-item/cannibal-totem","title":"Cannibal Totem","pathText":"ogre kingdoms magic item cannibal totem","type":"magic-item","body":"The Cannibal Totem protects those who devour the strong in honour of the Great Maw. A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6). Regeneration (X+) Pursuit"},"2621":{"id":"ogre-kingdoms/magic-item/cannibal-totem-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/cannibal-totem-draft-1.5.2.2","title":"Cannibal Totem","pathText":"ogre kingdoms magic item cannibal totem draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6)."},"2622":{"id":"ogre-kingdoms/magic-item/cathayan-jet-pendant","path":"ogre-kingdoms/magic-item/cathayan-jet-pendant","title":"Cathayan Jet Pendant*","pathText":"ogre kingdoms magic item cathayan jet pendant","type":"magic-item","body":"Finely crafted Cathayan jet pendants are believed to protect against all forms of hostile magic. A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell. Ward Saves Magic Missiles Magical Vortex Assailment"},"2623":{"id":"ogre-kingdoms/magic-item/cathayan-jet-pendant-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/cathayan-jet-pendant-draft-1.5.2.2","title":"Cathayan Jet Pendant*","pathText":"ogre kingdoms magic item cathayan jet pendant draft 1.5.2.2","type":"magic-item","body":"A Cathayan Jet Pendant gives its bearer (and any unit they have joined) a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell."},"2624":{"id":"ogre-kingdoms/magic-item/daemon-slayer-scars","path":"ogre-kingdoms/magic-item/daemon-slayer-scars","title":"Daemon-Slayer Scars*","pathText":"ogre kingdoms magic item daemon slayer scars","type":"magic-item","body":"Daemonic beasts are hunted in the Warpstone Desert and bled into lead jars. This acidic ichor is used as warpaint, giving the wearer a truly terrifying appearance. The bearer of Daemon-slayer Scars gains the Terror special rule. Terror"},"2625":{"id":"ogre-kingdoms/magic-item/daemon-slayer-scars-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/daemon-slayer-scars-draft-1.5.2.2","title":"Daemon-Slayer Scars*","pathText":"ogre kingdoms magic item daemon slayer scars draft 1.5.2.2","type":"magic-item","body":"The bearer of Daemon-slayer Scars gains the Terror special rule."},"2626":{"id":"ogre-kingdoms/magic-item/deathcheater","path":"ogre-kingdoms/magic-item/deathcheater","title":"Deathcheater","pathText":"ogre kingdoms magic item deathcheater","type":"magic-item","body":"An Ogre that has escaped certain doom is considered blessed by the Great Maw. Not surprisingly, Deathcheaters tend to have impressive scars. Once per game, you may make your opponent re-roll a single roll To Wound made against this character."},"2627":{"id":"ogre-kingdoms/magic-item/deathcheater-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/deathcheater-draft-1.5.2.2","title":"Deathcheater","pathText":"ogre kingdoms magic item deathcheater draft 1.5.2.2","type":"magic-item","body":"Once per game, you may make your opponent re-roll a single roll To Wound made against this model."},"2628":{"id":"ogre-kingdoms/magic-item/dragonhide-banner","path":"ogre-kingdoms/magic-item/dragonhide-banner","title":"Dragonhide Banner","pathText":"ogre kingdoms magic item dragonhide banner","type":"magic-item","body":"This tattered trophy of a vanquished dragon passes its former owner's legendary ferocity onto its bearers. A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule. Flaming Attacks"},"2629":{"id":"ogre-kingdoms/magic-item/dragonhide-banner-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/dragonhide-banner-draft-1.5.2.2","title":"Dragonhide Banner","pathText":"ogre kingdoms magic item dragonhide banner draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Numbing Chill special rule."},"2630":{"id":"ogre-kingdoms/magic-item/fistful-of-laurels","path":"ogre-kingdoms/magic-item/fistful-of-laurels","title":"Fistful of Laurels*","pathText":"ogre kingdoms magic item fistful of laurels","type":"magic-item","body":"Symbols of leadership snatched from the corpses of enemy commanders impress Ogres only briefly. Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test. Break Test"},"2631":{"id":"ogre-kingdoms/magic-item/fistful-of-laurels-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/fistful-of-laurels-draft-1.5.2.2","title":"Fistful Of Laurels*","pathText":"ogre kingdoms magic item fistful of laurels draft 1.5.2.2","type":"magic-item","body":"Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test."},"2632":{"id":"ogre-kingdoms/magic-item/giantbreaker","path":"ogre-kingdoms/magic-item/giantbreaker","title":"Giantbreaker","pathText":"ogre kingdoms magic item giantbreaker","type":"magic-item","body":"Any Ogre that has defeated a Giant in hand-to-hand combat can be, justifiably, supremely confident in their abilities. This character (but not their mount) has a +1 modifier to their Strength characteristic. However, this character cannot refuse a challenge and neither they, nor any unit they have joined, can Flee as a charge reaction. Challenges Flee!"},"2633":{"id":"ogre-kingdoms/magic-item/giantbreaker-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/giantbreaker-draft-1.5.2.2","title":"Giantbreaker","pathText":"ogre kingdoms magic item giantbreaker draft 1.5.2.2","type":"magic-item","body":"This model (but not their mount) has a +1 modifier to their Strength characteristic. However, this model cannot refuse a challenge and neither they, nor any unit they have joined, can Flee as a charge reaction."},"2634":{"id":"ogre-kingdoms/magic-item/gruts-sickle","path":"ogre-kingdoms/magic-item/gruts-sickle","title":"Grut's Sickle","pathText":"ogre kingdoms magic item gruts sickle","type":"magic-item","body":"Swinging the sickle of Grut the Bloodthirsty, a Butcher fuels their magic with the blood of their kin. After making a Casting roll, the bearer of Grut's Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3\" of the bearer immediately loses a single Wound. Note that the result of this additional D3 cannot cause a miscast or a perfect invocation. Casting Roll, Casting Result & Casting Value Miscast Perfect Invocations"},"2635":{"id":"ogre-kingdoms/magic-item/gruts-sickle-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/gruts-sickle-draft-1.5.2.2","title":"Grut’s Sickle","pathText":"ogre kingdoms magic item gruts sickle draft 1.5.2.2","type":"magic-item","body":"After making a Casting roll, the bearer of Grut’s Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3\" of the bearer immediately loses a single Wound. Note that the result of this additional D3 cannot cause a miscast or a perfect invocation."},"2636":{"id":"ogre-kingdoms/magic-item/gut-maw","path":"ogre-kingdoms/magic-item/gut-maw","title":"Gut Maw","pathText":"ogre kingdoms magic item gut maw","type":"magic-item","body":"The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies. The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound. Heavy Armour Challenges"},"2637":{"id":"ogre-kingdoms/magic-item/gut-maw-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/gut-maw-draft-1.5.2.2","title":"Gut Maw","pathText":"ogre kingdoms magic item gut maw draft 1.5.2.2","type":"magic-item","body":"May be worn with other armour. The wearer of the Gut Maw improves their armour save by one. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound."},"2638":{"id":"ogre-kingdoms/magic-item/halfling-cookbook","path":"ogre-kingdoms/magic-item/halfling-cookbook","title":"Halfling Cookbook","pathText":"ogre kingdoms magic item halfling cookbook","type":"magic-item","body":"The culinary secrets contained within the Halfling Cookbook are a source of great power. The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range self spells) by 3\". Command Range Range 'Self' Spells"},"2639":{"id":"ogre-kingdoms/magic-item/halfling-cookbook-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/halfling-cookbook-draft-1.5.2.2","title":"Halfling Cookbook","pathText":"ogre kingdoms magic item halfling cookbook draft 1.5.2.2","type":"magic-item","body":"The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range ‘self ’ spells) by 3\"."},"2640":{"id":"ogre-kingdoms/magic-item/hellheart","path":"ogre-kingdoms/magic-item/hellheart","title":"Hellheart","pathText":"ogre kingdoms magic item hellheart","type":"magic-item","body":"Biting into the heart of a Chaos Spawn, the Ogre creates a vortex of magical anarchy. Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast. Command Start of Turn Casting Roll, Casting Result & Casting Value Miscast"},"2641":{"id":"ogre-kingdoms/magic-item/hellheart-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/hellheart-draft-1.5.2.2","title":"Hellheart","pathText":"ogre kingdoms magic item hellheart draft 1.5.2.2","type":"magic-item","body":"Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast."},"2642":{"id":"ogre-kingdoms/magic-item/jade-lion","path":"ogre-kingdoms/magic-item/jade-lion","title":"Jade Lion","pathText":"ogre kingdoms magic item jade lion","type":"magic-item","body":"Jade Lions are revered in Cathay for their bravery, and amulets carved into their likeness inspire great courage. The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test. Fear Panic Tests Rally Fleeing Units Terror"},"2643":{"id":"ogre-kingdoms/magic-item/jade-lion-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/jade-lion-draft-1.5.2.2","title":"Jade Lion","pathText":"ogre kingdoms magic item jade lion draft 1.5.2.2","type":"magic-item","body":"The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test."},"2644":{"id":"ogre-kingdoms/magic-item/kineater","path":"ogre-kingdoms/magic-item/kineater","title":"Kineater","pathText":"ogre kingdoms magic item kineater","type":"magic-item","body":"Having achieved their rank by killing and eating a member of their own family in a pit fight, Kineaters are considered ruthless even by their own tribe. Army General only. Unless this character is fleeing, friendly models within this character's Command range may re-roll any failed Panic or Rally test. The General (Characters) Command Range Panic Tests Rally Fleeing Units"},"2645":{"id":"ogre-kingdoms/magic-item/kineater-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/kineater-draft-1.5.2.2","title":"Kineater","pathText":"ogre kingdoms magic item kineater draft 1.5.2.2","type":"magic-item","body":"Characters only. Unless this character is fleeing, friendly models within this character’s Command range may re-roll any failed Panic or Rally test."},"2646":{"id":"ogre-kingdoms/magic-item/longstrider","path":"ogre-kingdoms/magic-item/longstrider","title":"Longstrider","pathText":"ogre kingdoms magic item longstrider","type":"magic-item","body":"A Longstrider has hunted on the slopes of the mountains for decades, and is even capable of running down a sprinting ice elk. Models whose troop type is infantry only. This character has a +1 modifier to their Movement characteristic. Infantry"},"2647":{"id":"ogre-kingdoms/magic-item/longstrider-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/longstrider-draft-1.5.2.2","title":"Longstrider","pathText":"ogre kingdoms magic item longstrider draft 1.5.2.2","type":"magic-item","body":"Models whose troop type is ‘infantry’ only. This model has a +1 modifier to their Movement characteristic."},"2648":{"id":"ogre-kingdoms/magic-item/mastodon-armour","path":"ogre-kingdoms/magic-item/mastodon-armour","title":"Mastodon Armour","pathText":"ogre kingdoms magic item mastodon armour","type":"magic-item","body":"This massive suit of armour was forged by the Chaos Dwarfs in exchange for many captives. The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered. Full Plate Armour Ward Saves"},"2649":{"id":"ogre-kingdoms/magic-item/mastodon-armour-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/mastodon-armour-draft-1.5.2.2","title":"Mastodon Armour","pathText":"ogre kingdoms magic item mastodon armour draft 1.5.2.2","type":"magic-item","body":"The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered."},"2650":{"id":"ogre-kingdoms/magic-item/mawseeker","path":"ogre-kingdoms/magic-item/mawseeker","title":"Mawseeker","pathText":"ogre kingdoms magic item mawseeker","type":"magic-item","body":"Those tough enough to survive the pilgrimage to the Great Maw often return with part of themselves eaten away. Models whose troop type is infantry only. This character has a +1 modifier to their Toughness characteristic. However, this character is also subject to the Stupidity special rule. Infantry Stupidity"},"2651":{"id":"ogre-kingdoms/magic-item/mawseeker-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/mawseeker-draft-1.5.2.2","title":"Mawseeker","pathText":"ogre kingdoms magic item mawseeker draft 1.5.2.2","type":"magic-item","body":"0-1 per army. This model (including their mount if it has one) has a +1 modifier to their Toughness characteristic. However, this model is also subject to the Stupidity special rule."},"2652":{"id":"ogre-kingdoms/magic-item/mountaineater","path":"ogre-kingdoms/magic-item/mountaineater","title":"Mountaineater","pathText":"ogre kingdoms magic item mountaineater","type":"magic-item","body":"Those able to scale the tallest peaks ritually consume part of the mountain to mark their conquest. Models whose troop type is infantry only. This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack. Infantry"},"2653":{"id":"ogre-kingdoms/magic-item/mountaineater-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/mountaineater-draft-1.5.2.2","title":"Mountaineater","pathText":"ogre kingdoms magic item mountaineater draft 1.5.2.2","type":"magic-item","body":"0-1 per army. This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack."},"2654":{"id":"ogre-kingdoms/magic-item/rune-maw","path":"ogre-kingdoms/magic-item/rune-maw","title":"Rune Maw","pathText":"ogre kingdoms magic item rune maw","type":"magic-item","body":"Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic. When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard's controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast."},"2655":{"id":"ogre-kingdoms/magic-item/rune-maw-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/rune-maw-draft-1.5.2.2","title":"Rune Maw","pathText":"ogre kingdoms magic item rune maw draft 1.5.2.2","type":"magic-item","body":"When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast."},"2656":{"id":"ogre-kingdoms/magic-item/skullplucker","path":"ogre-kingdoms/magic-item/skullplucker","title":"Skullplucker","pathText":"ogre kingdoms magic item skullplucker","type":"magic-item","body":"This heavy, spiked metal gauntlet was once worn by Big Agi Skullplucker, who enjoyed nothing more than twisting his enemies' heads off with this nasty-looking, bloodstained glove. Skullplucker Killing Blow Magical Attacks Strike First Killing Blow Magical Attacks Strike First"},"2657":{"id":"ogre-kingdoms/magic-item/skullplucker-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/skullplucker-draft-1.5.2.2","title":"Skullplucker","pathText":"ogre kingdoms magic item skullplucker draft 1.5.2.2","type":"magic-item","body":"Skullplucker Killing Blow Magical Attacks Strike First Killing Blow Magical Attacks Strike First"},"2658":{"id":"ogre-kingdoms/magic-item/spangleshard","path":"ogre-kingdoms/magic-item/spangleshard","title":"Spangleshard","pathText":"ogre kingdoms magic item spangleshard","type":"magic-item","body":"This dirt-encrusted and tarnished bauble barely resembles the fine Elven ornament it once was, but its protective powers still linger. The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again. Ward Saves"},"2659":{"id":"ogre-kingdoms/magic-item/spangleshard-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/spangleshard-draft-1.5.2.2","title":"Spangleshard","pathText":"ogre kingdoms magic item spangleshard draft 1.5.2.2","type":"magic-item","body":"The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again."},"2660":{"id":"ogre-kingdoms/magic-item/tenderiser","path":"ogre-kingdoms/magic-item/tenderiser","title":"Tenderiser","pathText":"ogre kingdoms magic item tenderiser","type":"magic-item","body":"The destructive power bound into the twin heads of this massive two-ended club is enough to shatter a boulder with one strike. Tenderiser Extra Attacks (+1) Magical Attacks Multiple Wounds (D3) Strike Last Extra Attacks (+X) Magical Attacks Multiple Wounds (X) Strike Last"},"2661":{"id":"ogre-kingdoms/magic-item/tenderiser-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/tenderiser-draft-1.5.2.2","title":"Tenderiser","pathText":"ogre kingdoms magic item tenderiser draft 1.5.2.2","type":"magic-item","body":"Tenderiser Extra Attacks (+1) Magical Attacks Multiple Wounds (D3) Strike Last Extra Attacks (+X) Magical Attacks Multiple Wounds (X) Strike Last"},"2662":{"id":"ogre-kingdoms/magic-item/thundermace","path":"ogre-kingdoms/magic-item/thundermace","title":"Thundermace","pathText":"ogre kingdoms magic item thundermace","type":"magic-item","body":"Chiselled from a foundation stone taken from the base of a skycastle and bound with meteoric iron, the weight of a collapsing castle explodes from the head of the Thundermace. Thundermace Armour Bane (1) Magical Attacks Requires Two Hands Strike Last Notes: Rather than attacking normally, the wielder of the Thundermace may choose to make a special 'Thunderstrike' attack. If they do, make a single roll To Hit. If this is successful, place a small (3\") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon. Armour Bane (X) Magical Attacks Requires Two Hands Strike Last"},"2663":{"id":"ogre-kingdoms/magic-item/thundermace-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/thundermace-draft-1.5.2.2","title":"Thundermace","pathText":"ogre kingdoms magic item thundermace draft 1.5.2.2","type":"magic-item","body":"Thundermace Armour Bane (1) Magical Attacks Requires Two Hands Strike Last Rather than attacking normally, the wielder of the Thundermace may choose to make a special ‘Thunderstrike’ attack. If they do, place a small (3\") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon. Armour Bane (X) Magical Attacks Requires Two Hands Strike Last"},"2664":{"id":"ogre-kingdoms/magic-item/tooth-gnoblar-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/tooth-gnoblar-draft-1.5.2.2","title":"Tooth-Gnoblar*","pathText":"ogre kingdoms magic item tooth gnoblar draft 1.5.2.2","type":"magic-item","body":"0-3 per model. Single use. After making a Casting roll for a spell from the Lore of the Great Maw, the bearer may choose to use a Tooth-Gnoblar. If they do so, apply a +1 modifier to the result. A model may only use one Tooth-Gnoblar per Casting roll."},"2665":{"id":"ogre-kingdoms/magic-item/wallcrusher-draft-1.5.2.2","path":"ogre-kingdoms/magic-item/wallcrusher-draft-1.5.2.2","title":"Wallcrusher","pathText":"ogre kingdoms magic item wallcrusher draft 1.5.2.2","type":"magic-item","body":"A model with this Big Name (but not their mount) gains Impact Hits (1). In addition, Wallcrushers and any unit they have joined treat low linear obstacles as open ground. This means that models separated only by a low linear obstacle are considered to be in base contact with one another for the purposes of combat and the enemy unit receives no benefits for defending a low linear obstacle against this unit."},"2666":{"id":"ogre-kingdoms/magic-lore/lore-of-the-great-maw","path":"ogre-kingdoms/magic-lore/lore-of-the-great-maw","title":"Lore of the Great Maw","pathText":"ogre kingdoms magic lore lore of the great maw","type":"magic-lore","body":"Lore of the Great Maw Trollguts Signature Spell Toothcracker Signature Spell Trollguts Toothcracker"},"2667":{"id":"ogre-kingdoms/magic-lore/lore-of-the-great-maw-draft-1.5.2.2","path":"ogre-kingdoms/magic-lore/lore-of-the-great-maw-draft-1.5.2.2","title":"Lore of the Great Maw","pathText":"ogre kingdoms magic lore lore of the great maw draft 1.5.2.2","type":"magic-lore","body":"Lore of the Great Maw A Wizard with the ‘Lore of the Great Maw’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Toothcracker Signature Spell Trollguts Signature Spell Toothcracker Trollguts"},"2668":{"id":"ogre-kingdoms/rule/bellowers-and-musicians","path":"ogre-kingdoms/rule/bellowers-and-musicians","title":"Bellowers & Musicians","pathText":"ogre kingdoms rule bellowers and musicians","type":"rule","body":"Rather than using instruments, most Ogre musicians belong to a special caste known as Bellowers. As their name implies, a Bellower's instrument is their voice and lungs, with which they can make an incredible noise, even if only another Ogre would find it musical. Musicians"},"2669":{"id":"ogre-kingdoms/rule/blessings-of-the-volcano-god","path":"ogre-kingdoms/rule/blessings-of-the-volcano-god","title":"Blessings of the Volcano God","pathText":"ogre kingdoms rule blessings of the volcano god","type":"rule","body":"Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive. A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Ward Saves Flaming Attacks"},"2670":{"id":"ogre-kingdoms/rule/blessings-of-the-volcano-god-draft-1.5.2.2","path":"ogre-kingdoms/rule/blessings-of-the-volcano-god-draft-1.5.2.2","title":"Blessings Of The Volcano God","pathText":"ogre kingdoms rule blessings of the volcano god draft 1.5.2.2","type":"rule","body":"Instead of discarding one of their randomly generated spells for a Signature Spell, a model with this special rule may discard one of their spells to learn Fireball instead. This rule may not be used to learn Fireball a second time if it was already randomly generated by this model.. In addition, a model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule."},"2671":{"id":"ogre-kingdoms/rule/bull-charge","path":"ogre-kingdoms/rule/bull-charge","title":"Bull Charge","pathText":"ogre kingdoms rule bull charge","type":"rule","body":"The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone. Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1. Impact Hits (X) Armour Piercing"},"2672":{"id":"ogre-kingdoms/rule/bull-charge-draft-1.5.2.2","path":"ogre-kingdoms/rule/bull-charge-draft-1.5.2.2","title":"Bull Charge","pathText":"ogre kingdoms rule bull charge draft 1.5.2.2","type":"rule","body":"Impact Hits caused by this model have an Armour Piercing characteristic of -1."},"2673":{"id":"ogre-kingdoms/rule/butchers-cauldron","path":"ogre-kingdoms/rule/butchers-cauldron","title":"Butcher's Cauldron","pathText":"ogre kingdoms rule butchers cauldron","type":"rule","body":"Some Emissaries of the Great Maw drag behind them huge cauldrons, used to make offerings to their ravenous god. This character replaces the Impact Hits (2) special rule with the Impact Hits (D3+1) special rule. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, a character with a Butcher's Cauldron may attempt to make an offering to the Great Maw by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Regeneration (5+) special rule. However, if this test is failed, this character immediately loses a single Wound. Impact Hits (X) Command Leadership Tests Start of Turn Regeneration (X+)"},"2674":{"id":"ogre-kingdoms/rule/butchers-cauldron-draft-1.5.2.2","path":"ogre-kingdoms/rule/butchers-cauldron-draft-1.5.2.2","title":"Butcher’s Cauldron","pathText":"ogre kingdoms rule butchers cauldron draft 1.5.2.2","type":"rule","body":"This character replaces the Impact Hits (2) special rule with the Impact Hits (D3+1) special rule. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, a character with a Butcher’s Cauldron may attempt to make an offering to the Great Maw by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Regeneration (5+) special rule. However, if this test is failed, a single friendly model within 3\" of the bearer immediately loses a single Wound."},"2675":{"id":"ogre-kingdoms/rule/deluge-of-sharp-instruments-draft-1.5.2.2","path":"ogre-kingdoms/rule/deluge-of-sharp-instruments-draft-1.5.2.2","title":"Deluge of Sharp Instruments","pathText":"ogre kingdoms rule deluge of sharp instruments draft 1.5.2.2","type":"rule","body":"If a natural 6 is rolled when making a roll To Wound with this weapon, Enemy models whose troop type is regular infantry, heavy infantry, light cavalry, heavy cavalry or war beasts are not permitted an armour or Regeneration save (Ward saves can be attempted as normal)."},"2676":{"id":"ogre-kingdoms/rule/entourage-draft-1.5.2.2","path":"ogre-kingdoms/rule/entourage-draft-1.5.2.2","title":"Entourage","pathText":"ogre kingdoms rule entourage draft 1.5.2.2","type":"rule","body":"A unit of Gnoblar Trappers within the Command Range of a Hunter who is not fleeing may use the Hunter’s Leadership characteristic instead of their own."},"2677":{"id":"ogre-kingdoms/rule/giant-attacks-draft-1.5.2.2","path":"ogre-kingdoms/rule/giant-attacks-draft-1.5.2.2","title":"*Giant Attacks","pathText":"ogre kingdoms rule giant attacks draft 1.5.2.2","type":"rule","body":"Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack.’ To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)."},"2678":{"id":"ogre-kingdoms/rule/ironblaster-misfire-table-draft-1.5.2.2","path":"ogre-kingdoms/rule/ironblaster-misfire-table-draft-1.5.2.2","title":"Ironblaster Misfire Table","pathText":"ogre kingdoms rule ironblaster misfire table draft 1.5.2.2","type":"rule","body":"D6 Result 1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly. The model is destroyed and immediately removed from play. 2 Krrack! With a tremendous crack, the cannon splits along its length, rendering it useless. The model cannot shoot with this weapon for the remainder of the game. 3-4 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in the mechanism. The model does not shoot this turn and cannot shoot with this weapon during the next round. 5-6 Durr! The cannon may not shoot this turn."},"2679":{"id":"ogre-kingdoms/rule/largely-insignificant","path":"ogre-kingdoms/rule/largely-insignificant","title":"Largely Insignificant","pathText":"ogre kingdoms rule largely insignificant","type":"rule","body":"No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter. Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule. Panic Tests"},"2680":{"id":"ogre-kingdoms/rule/largely-insignificant-draft-1.5.2.2","path":"ogre-kingdoms/rule/largely-insignificant-draft-1.5.2.2","title":"Largely Insignificant","pathText":"ogre kingdoms rule largely insignificant draft 1.5.2.2","type":"rule","body":"Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule."},"2681":{"id":"ogre-kingdoms/rule/look-out-gnoblar","path":"ogre-kingdoms/rule/look-out-gnoblar","title":"Look-out Gnoblar","pathText":"ogre kingdoms rule look out gnoblar","type":"rule","body":"Gnoblars are often coerced to climb into makeshift crow's-nests at the top of Ogre banners. From their precarious perch, the Gnoblar is expected to give warning to the Ogres below of incoming enemy fire. A champion or character that has joined a unit with this special rule may make a \"Look Out, Sir!\" roll if there are two or more rank and file models in the unit (rather than the usual five). In addition, you may re-roll a \"Look Out, Sir!\" roll if there are five or more rank and file models in the unit. \"Look Out, Sir!\" (Characters)"},"2682":{"id":"ogre-kingdoms/rule/look-out-gnoblar-draft-1.5.2.2","path":"ogre-kingdoms/rule/look-out-gnoblar-draft-1.5.2.2","title":"Look-Out Gnoblar","pathText":"ogre kingdoms rule look out gnoblar draft 1.5.2.2","type":"rule","body":"A champion or character that has joined a unit with this special rule may make a “Look Out, Sir!” roll if there are two or more rank and file models in the unit (rather than the usual five). In addition, you may re-roll a “Look Out, Sir!” roll if there are five or more rank and file models in the unit."},"2683":{"id":"ogre-kingdoms/rule/mournfang-charge","path":"ogre-kingdoms/rule/mournfang-charge","title":"Mournfang Charge","pathText":"ogre kingdoms rule mournfang charge","type":"rule","body":"Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply. Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1. Impact Hits (X) Armour Bane (X) Armour Piercing"},"2684":{"id":"ogre-kingdoms/rule/mournfang-charge-draft-1.5.2.2","path":"ogre-kingdoms/rule/mournfang-charge-draft-1.5.2.2","title":"Mournfang Charge","pathText":"ogre kingdoms rule mournfang charge draft 1.5.2.2","type":"rule","body":"Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1. In addition, if a unit with this special rule makes a Charge move of 6\" or more following a Charge roll that includes one or more natural 6s, all models in the unit gain Impact Hits (1) and treat low linear obstacles as open ground during the turn in which they charge. Note: This means that models separated only by a low linear obstacle are considered to be in base contact with one another for the purposes of combat and the enemy unit receives no benefits for defending a low linear obstacle against this unit.."},"2685":{"id":"ogre-kingdoms/rule/numbing-chill","path":"ogre-kingdoms/rule/numbing-chill","title":"Numbing Chill","pathText":"ogre kingdoms rule numbing chill","type":"rule","body":"The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there. Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1."},"2686":{"id":"ogre-kingdoms/rule/numbing-chill-draft-1.5.2.2","path":"ogre-kingdoms/rule/numbing-chill-draft-1.5.2.2","title":"Numbing Chill","pathText":"ogre kingdoms rule numbing chill draft 1.5.2.2","type":"rule","body":"Enemy units engaged in combat with one or more models with this rule have the Strikes Last special rule and a -1 modifier to their Weapon Skill characteristic, to a minimum of 1."},"2687":{"id":"ogre-kingdoms/rule/ogre-club-draft-1.5.2.2","path":"ogre-kingdoms/rule/ogre-club-draft-1.5.2.2","title":"Ogre Club","pathText":"ogre kingdoms rule ogre club draft 1.5.2.2","type":"rule","body":"A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, non-magical hand weapon, and does not apply to a model's mount (should it have one). If the model is using an Ogre Kingdoms Ironfist as a weapon (or any other sort of weapon), this special rule ceases to apply."},"2688":{"id":"ogre-kingdoms/rule/ogre-kingdoms-charge-draft-1.5.2.2","path":"ogre-kingdoms/rule/ogre-kingdoms-charge-draft-1.5.2.2","title":"Ogre Kingdoms Charge","pathText":"ogre kingdoms rule ogre kingdoms charge draft 1.5.2.2","type":"rule","body":"The Strength and Armour Piercing characteristics of any impact hits caused by an Infantry model with this special rule are improved by the current rank bonus of its unit, or in the case of characters, the current rank bonus of any unit they have joined. In addition, if a unit with this special rule makes a Charge move of 6\" or more following a Charge or Pursuit roll that includes one or more natural 6s, all models in the unit gain Impact Hits (1) and treat low linear obstacles as open ground during the turn in which they charge. This means that models separated only by a low linear obstacle are considered to be in base contact with one another for the purposes of combat and the enemy unit receives no benefits for defending a low linear obstacle against this unit.."},"2689":{"id":"ogre-kingdoms/rule/pick-up-and-draft-1.5.2.2","path":"ogre-kingdoms/rule/pick-up-and-draft-1.5.2.2","title":"*Pick Up And…","pathText":"ogre kingdoms rule pick up and draft 1.5.2.2","type":"rule","body":"Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit."},"2690":{"id":"ogre-kingdoms/rule/ravenous-hunger","path":"ogre-kingdoms/rule/ravenous-hunger","title":"Ravenous Hunger","pathText":"ogre kingdoms rule ravenous hunger","type":"rule","body":"When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood. When a Gorger declares a charge, it may re-roll its Charge roll. The Charge Move"},"2691":{"id":"ogre-kingdoms/rule/ravenous-hunger-draft-1.5.2.2","path":"ogre-kingdoms/rule/ravenous-hunger-draft-1.5.2.2","title":"Ravenous Hunger","pathText":"ogre kingdoms rule ravenous hunger draft 1.5.2.2","type":"rule","body":"If the majority of the models in a unit have this special rule, it may re-roll its Charge roll."},"2692":{"id":"ogre-kingdoms/rule/running-with-the-pack","path":"ogre-kingdoms/rule/running-with-the-pack","title":"Running with the Pack","pathText":"ogre kingdoms rule running with the pack","type":"rule","body":"Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey. A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule. Swiftstride Impetuous"},"2693":{"id":"ogre-kingdoms/rule/running-with-the-pack-draft-1.5.2.2","path":"ogre-kingdoms/rule/running-with-the-pack-draft-1.5.2.2","title":"Running With The Pack","pathText":"ogre kingdoms rule running with the pack draft 1.5.2.2","type":"rule","body":"A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. For as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule. Note: When a Hunter joins a unit of Sabretusks the unit may adopt or stay in a Skirmish formation, despite the difference in their unit types. Additionally, while joined to a unit of Sabretusks, and one or more Sabretooth remains, The Hunter cannot be targeted by enemy shooting and he can make a \"Look Out, Sir!\" roll."},"2694":{"id":"ogre-kingdoms/rule/scraplauncher-catapult-misfire-table-draft-1.5.2.2","path":"ogre-kingdoms/rule/scraplauncher-catapult-misfire-table-draft-1.5.2.2","title":"Scraplauncher Catapult Misfire Table","pathText":"ogre kingdoms rule scraplauncher catapult misfire table draft 1.5.2.2","type":"rule","body":"D6 Result 1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The model is destroyed and immediately removed from play. 2 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two. The model cannot shoot with this weapon for the remainder of the game. 3-4 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up. The model does not shoot this turn and cannot shoot with this weapon during the next round. 5-6 It’s mine! The Scrappers squabble over a shiny thing found nearby and fail to shoot this turn."},"2695":{"id":"ogre-kingdoms/rule/smooth-ride-draft-1.5.2.2","path":"ogre-kingdoms/rule/smooth-ride-draft-1.5.2.2","title":"Smooth Ride","pathText":"ogre kingdoms rule smooth ride draft 1.5.2.2","type":"rule","body":"This model ignores the To Hit modifier for Moving and Shooting. Character Mount: A Thundertusk may also be included in your army as a character’s mount. If so, its points are added to that of its rider. When doing so, the character replaces the Ogre Beast Rider, and the Thundertusk uses the following profile and points value with the same equipment and special rules as above:"},"2696":{"id":"ogre-kingdoms/rule/stone-skeleton","path":"ogre-kingdoms/rule/stone-skeleton","title":"Stone Skeleton","pathText":"ogre kingdoms rule stone skeleton","type":"rule","body":"A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock. This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1. Multiple Wounds (X)"},"2697":{"id":"ogre-kingdoms/rule/stone-skeleton-draft-1.5.2.2","path":"ogre-kingdoms/rule/stone-skeleton-draft-1.5.2.2","title":"Stone Skeleton","pathText":"ogre kingdoms rule stone skeleton draft 1.5.2.2","type":"rule","body":"This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1. Character Mount: A Stonehorn may also be included in your army as a character’s mount. If so, its points are added to that of its rider. When doing so, the character replaces the Ogre Beast Rider, and the Stonehorn uses the following profile and points value with the same equipment, options and special rules as above:"},"2698":{"id":"ogre-kingdoms/rule/thunderous-charge","path":"ogre-kingdoms/rule/thunderous-charge","title":"Thunderous Charge","pathText":"ogre kingdoms rule thunderous charge","type":"rule","body":"The ground trembles and shakes beneath the thunderous charge of a Stonehorn. Impact Hits caused by this model have an Armour Piercing characteristic of -2. Armour Piercing"},"2699":{"id":"ogre-kingdoms/rule/thunderous-charge-draft-1.5.2.2","path":"ogre-kingdoms/rule/thunderous-charge-draft-1.5.2.2","title":"Thunderous Charge","pathText":"ogre kingdoms rule thunderous charge draft 1.5.2.2","type":"rule","body":"Impact Hits caused by this model have an Armour Piercing characteristic of -2."},"2700":{"id":"ogre-kingdoms/rule/traps-and-snares","path":"ogre-kingdoms/rule/traps-and-snares","title":"Traps & Snares","pathText":"ogre kingdoms rule traps and snares","type":"rule","body":"Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close. Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test. Dangerous Terrain"},"2701":{"id":"ogre-kingdoms/rule/traps-snares-draft-1.5.2.2","path":"ogre-kingdoms/rule/traps-snares-draft-1.5.2.2","title":"Traps & Snares","pathText":"ogre kingdoms rule traps snares draft 1.5.2.2","type":"rule","body":"Any enemy model that ends its movement within 6 inches of one or more models with this special rule (that are not fleeing or engaged in combat with another unit) must make a Dangerous Terrain Test."},"2702":{"id":"ogre-kingdoms/spell/toothcracker","path":"ogre-kingdoms/spell/toothcracker","title":"Toothcracker","pathText":"ogre kingdoms spell toothcracker","type":"spell","body":"Consuming a chunk of granite, the Butcher bestows the rock's resilience upon their brethren. Type Enchantment Casting Value 7+/10+ Range 12\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains a +1 modifier to its Toughness characteristic (to a maximum of 10). If this spell is cast with a casting result of 10 or more, the target friendly unit gains a +2 modifier to its Toughness characteristic (to a maximum of 10). This spell lasts until the end of this turn. Enchantment"},"2703":{"id":"ogre-kingdoms/spell/toothcracker-draft-1.5.2.2","path":"ogre-kingdoms/spell/toothcracker-draft-1.5.2.2","title":"Toothcracker","pathText":"ogre kingdoms spell toothcracker draft 1.5.2.2","type":"spell","body":"Type Enchantment Casting Value 7+/10+ Range 12\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains a +1 modifier to its Toughness characteristic (to a maximum of 10). If this spell is cast with a casting result of 10 or more, the target friendly unit gains a +2 modifier to its Toughness characteristic (to a maximum of 10). This spell lasts until your next Start of Turn sub-phase. Enchantment"},"2704":{"id":"ogre-kingdoms/spell/trollguts","path":"ogre-kingdoms/spell/trollguts","title":"Trollguts","pathText":"ogre kingdoms spell trollguts","type":"spell","body":"Downing the repulsive innards of a Troll, the Butcher grants the beast's healing ability onto their companions. Type Enchantment Casting Value 8+/11+ Range 15\" If this spell is cast with a casting result of 8 or more, the target friendly unit gains the Regeneration (6+) special rule. If this spell is cast with a casting result of 11 or more, the target friendly unit gains the Regeneration (5+) special rule. This spell lasts until your next Start of Turn sub-phase. Enchantment Regeneration (X+) Start of Turn"},"2705":{"id":"ogre-kingdoms/spell/trollguts-draft-1.5.2.2","path":"ogre-kingdoms/spell/trollguts-draft-1.5.2.2","title":"Trollguts","pathText":"ogre kingdoms spell trollguts draft 1.5.2.2","type":"spell","body":"Type Enchantment Casting Value 7+/10+ Range 15\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains the Regeneration (6+) special rule. If this spell is cast with a casting result of 10 or more, the target friendly unit gains the Regeneration (5+) special rule. This spell lasts until your next Start of Turn sub-phase. Enchantment"},"2706":{"id":"ogre-kingdoms/unit/bruiser","path":"ogre-kingdoms/unit/bruiser","title":"Bruiser","pathText":"ogre kingdoms unit bruiser","type":"unit","body":"Bruiser Cost 110 Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Armour Bane (1) Bull Charge Fear Impact Hits (2) Ogre Charge Options May take one of the following: Additional hand weapon (+4 points) Ironfist (+6 points) Great weapon (+5 points) May take one of the following: Ogre pistol (+6 points) Brace of Ogre pistols (+12 points) May replace light armour with heavy armour (+3 points) May be mounted: Stonehorn (+195 points) Thundertusk (+165 points) May take a single Big Name A Bruiser may purchase magic items up to a total of 50 points Optional Rules Ironfist Ogre Pistol Brace of Ogre Pistols Note that Armour Bane (1) and Bull Charge do not apply to this model's mount (should it have one). Additionally, if this model is mounted it loses the Impact Hits (2) special rule. Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Bull Charge Bull Charge Fear Fear Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Ironfist Great Weapon Ogre Pistol Brace of Ogre Pistols Light Armour Heavy Armour Stonehorn Thundertusk Big Names Ironfist Ironfist Ogre Pistol Ogre Pistol Brace of Ogre Pistols Brace of Ogre Pistols"},"2707":{"id":"ogre-kingdoms/unit/bruiser-draft-1.5.2.2","path":"ogre-kingdoms/unit/bruiser-draft-1.5.2.2","title":"Bruiser","pathText":"ogre kingdoms unit bruiser draft 1.5.2.2","type":"unit","body":"Bruiser Cost 110 Base Size 40 x 40 mm Unit Size 1 Type Tyrannical Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Armour Bane (1) Bull Charge Fear Impact Hits (2) Ogre Kingdoms Charge Ogre Club Options May take one of the following: Additional hand weapon (+4), Ogre Kingdoms Ironfist (+6), Great weapon (+5) May take one of the following: Ogre pistol (+6), Brace of Ogre pistols (+12) May replace light armour with heavy armour (+3) May take a single Big Name A Tyrant may purchase magic items up to a total of 100 points A Bruiser may purchase magic items up to a total of 50 points May be mounted on a Stonehorn (+195 points) May be mounted on a Thundertusk (+185 points) Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Armour Bane (X) Bull Charge Bull Charge Fear Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge Ogre Club Ogre Club Stonehorn Thundertusk"},"2708":{"id":"ogre-kingdoms/unit/butcher","path":"ogre-kingdoms/unit/butcher","title":"Butcher","pathText":"ogre kingdoms unit butcher","type":"unit","body":"Butcher Cost 105 Base Size 40 x 40 mm (50 x 100 mm with Butcher's Cauldron) Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Armour Bane (1) Fear Impact Hits (2) Lore of the Great Maw Ogre Charge Options May take an additional hand weapon (+4 points) May take a Butcher's Cauldron (+30 points) May take a single Big Name A Butcher may: Be a Level 2 Wizard (+35 points) Purchase magic items up to a total of 100 points Optional Rules Butcher's Cauldron Monstrous Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Fear Fear Impact Hits (X) Impact Hits (X) Lore of the Great Maw Lore of the Great Maw Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Butcher's Cauldron Big Names Butcher's Cauldron Butcher's Cauldron"},"2709":{"id":"ogre-kingdoms/unit/butcher-draft-1.5.2.2","path":"ogre-kingdoms/unit/butcher-draft-1.5.2.2","title":"Butcher","pathText":"ogre kingdoms unit butcher draft 1.5.2.2","type":"unit","body":"Butcher Cost 95 Base Size 40 x 40 mm, (50 x 100 mm with Butcher’s Cauldron) Unit Size 1 Type Emissaries Of The Great Maw Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Armour Bane (1) Fear Impact Hits (2) Lore of the Great Maw Ogre Kingdoms Charge Options May take an additional hand weapon (+4) May take a Butcher’s Cauldron (+30) May take a single Big Name A Butcher may: Be a Level 2 Wizard (+30), Purchase magic items up to a total of 50 points Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Armour Bane (X) Fear Impact Hits (X) Lore of the Great Maw Ogre Kingdoms Charge Ogre Kingdoms Charge"},"2710":{"id":"ogre-kingdoms/unit/firebelly","path":"ogre-kingdoms/unit/firebelly","title":"Firebelly","pathText":"ogre kingdoms unit firebelly","type":"unit","body":"Firebelly Cost 110 Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Equipment Hand weapon flaming breath Special Rules Armour Bane (1) Blessings of the Volcano God Fear Flaming Attacks Impact Hits (1) Ogre Charge Options May take a great weapon (+6 points) May be a Level 2 Wizard (+35 points) May purchase magic items up to a total of 50 points Monstrous Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Hand Weapon Hand Weapon Flaming Breath (Ogre Kingdoms) Flaming Breath (Ogre Kingdoms) Armour Bane (X) Armour Bane (X) Blessings of the Volcano God Blessings of the Volcano God Fear Fear Flaming Attacks Flaming Attacks Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Great Weapon"},"2711":{"id":"ogre-kingdoms/unit/firebelly-draft-1.5.2.2","path":"ogre-kingdoms/unit/firebelly-draft-1.5.2.2","title":"Firebelly","pathText":"ogre kingdoms unit firebelly draft 1.5.2.2","type":"unit","body":"Firebelly Cost 110 Base Size 40 x 40 mm Unit Size 1 Type Firebellies Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Equipment Hand weapon flaming breath Special Rules Armour Bane (1) Blessings of the Volcano God Fear Flaming Attacks Impact Hits (1) Ogre Kingdoms Charge s Options May take a great weapon (+6) May be a Level 2 Wizard (+30) May purchase magic items up to a total of 50 points Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Flaming breath Flaming breath Armour Bane (X) Blessings Of The Volcano God Blessings Of The Volcano God Fear Flaming Attacks Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge"},"2712":{"id":"ogre-kingdoms/unit/giants-draft-1.5.2.2","path":"ogre-kingdoms/unit/giants-draft-1.5.2.2","title":"Giants","pathText":"ogre kingdoms unit giants draft 1.5.2.2","type":"unit","body":"Giant Cost 200 Base Size 50 x 50 mm (min), 50 x 75 mm (max) Unit Size 1 Type Giants Troop Type Behemoth Unit Category Monster Equipment Giant’s club calloused hide (counts as light armour) Special Rules Close Order *Giant Attacks Immune to Psychology Large Target *Pick Up And… Stomp Attacks (D6) Terror Timmm-berrr! Unbreakable Behemoths Monsters Giant’s club Giant’s club Light Armour Close Order *Giant Attacks *Giant Attacks Immune to Psychology Large Target *Pick Up And… *Pick Up And… Stomp Attacks (X) Terror Timmm-berrr! Unbreakable"},"2713":{"id":"ogre-kingdoms/unit/gnoblar-fighters","path":"ogre-kingdoms/unit/gnoblar-fighters","title":"Gnoblar Fighters","pathText":"ogre kingdoms unit gnoblar fighters","type":"unit","body":"Gnoblar Fighter Groinbiter Cost 2 Base Size 25 x 25 mm Unit Size 20+ Troop Type Regular Infantry Unit Category Infantry Equipment Sharp stuff (counts as hand weapons and throwing weapons) Special Rules Close Order Horde Largely Insignificant Options Any unit may upgrade one model to a Groinbiter (champion) (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Throwing Weapons Close Order Close Order Horde Horde Largely Insignificant Largely Insignificant"},"2714":{"id":"ogre-kingdoms/unit/gnoblar-fighters-draft-1.5.2.2","path":"ogre-kingdoms/unit/gnoblar-fighters-draft-1.5.2.2","title":"Gnoblar Fighters","pathText":"ogre kingdoms unit gnoblar fighters draft 1.5.2.2","type":"unit","body":"Gnoblar Fighter Groinbiter Cost 2 Base Size 25 x 25 mm Unit Size 20+ Type Gnoblar Fighters Troop Type Regular Infantry Unit Category Infantry Equipment Sharp stuff (counts as hand weapons and throwing weapons) Special Rules Close Order Horde Largely Insignificant Options Any unit may upgrade one model to a Groinbiter (champion) (+5) Regular Infantry Infantry Hand Weapon Close Order Horde Largely Insignificant Largely Insignificant"},"2715":{"id":"ogre-kingdoms/unit/gnoblar-scraplauncher","path":"ogre-kingdoms/unit/gnoblar-scraplauncher","title":"Gnoblar Scraplauncher","pathText":"ogre kingdoms unit gnoblar scraplauncher","type":"unit","body":"Scraplauncher Gnoblar Scrapper (x7) Rhinox (x1) Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Scraplauncher: Scraplauncher catapult Gnoblar Scrapper: Sharp stuff (counts as hand weapon and throwing weapons) Rhinox: Tusks and horns (counts as a hand weapon) Special Rules Armour Bane (2, Rhinox only) Close Order Fear First Charge Impact Hits (D6+1) Large Target Heavy Chariots Chariots Scraplauncher Catapult Hand Weapon Throwing Weapons Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Large Target Large Target"},"2716":{"id":"ogre-kingdoms/unit/gnoblar-scraplauncher-draft-1.5.2.2","path":"ogre-kingdoms/unit/gnoblar-scraplauncher-draft-1.5.2.2","title":"Gnoblar Scraplauncher","pathText":"ogre kingdoms unit gnoblar scraplauncher draft 1.5.2.2","type":"unit","body":"Scraplauncher Gnoblar Scrapper (x7) Rhinox (x1) Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type Gnoblar Scraplauncher Troop Type Heavy Chariot Unit Category Chariot Equipment Scraplauncher catapult Sharp stuff (counts as hand weapons and throwing weapons) Tusks and horns (counts as a hand weapon) Special Rules Armour Bane (2, Rhinox only) Close Order Fear First Charge Impact Hits (D6+1) Large Target Heavy Chariots Chariots Scraplauncher Catapult Scraplauncher Catapult Hand Weapon Hand Weapon Armour Bane (X) Close Order Fear First Charge Impact Hits (X) Large Target"},"2717":{"id":"ogre-kingdoms/unit/gnoblar-trappers","path":"ogre-kingdoms/unit/gnoblar-trappers","title":"Gnoblar Trappers","pathText":"ogre kingdoms unit gnoblar trappers","type":"unit","body":"Gnoblar Trapper Snarefinger Cost 5 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Sharp stuff (counts as hand weapons and throwing weapons) Special Rules Largely Insignificant Move Through Cover Scouts Skirmishers Traps & Snares Options Any unit may upgrade one model to a Snarefinger (champion) (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Throwing Weapons Largely Insignificant Largely Insignificant Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation Traps & Snares Traps & Snares"},"2718":{"id":"ogre-kingdoms/unit/gnoblar-trappers-draft-1.5.2.2","path":"ogre-kingdoms/unit/gnoblar-trappers-draft-1.5.2.2","title":"Gnoblar Trappers","pathText":"ogre kingdoms unit gnoblar trappers draft 1.5.2.2","type":"unit","body":"Gnoblar Trapper Snarefinger Cost 5 Base Size 25 x 25 mm Unit Size 10+ Type Gnoblar Trappers Troop Type Regular Infantry Unit Category Infantry Equipment Sharp stuff (counts as hand weapons and throwing weapons) Special Rules Largely Insignificant Move through Cover Scouts Skirmishers Traps & Snares Entourage Options Any unit may upgrade one model to a Snarefinger (champion) (+5) Regular Infantry Infantry Hand Weapon Largely Insignificant Largely Insignificant Move Through Cover Scouts Skirmishers Traps & Snares Traps & Snares Entourage Entourage"},"2719":{"id":"ogre-kingdoms/unit/gorger","path":"ogre-kingdoms/unit/gorger","title":"Gorger","pathText":"ogre kingdoms unit gorger","type":"unit","body":"Gorger Cost 90 Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws distensible jaw calloused hide (counts as light armour) Special Rules Ambushers Close Order Fear Frenzy Ravenous Hunger Regeneration (6+) Swiftstride Unbreakable Options May have the Scouts special rule (+3 points) May have the Vanguard special rule (+3 points) Optional Rules Scouts Vanguard Monstrous Creatures Monsters Wicked Claws Wicked Claws Distensible Jaw Distensible Jaw Light Armour Light Armour Ambushers Ambushers Close Order Close Order Fear Fear Frenzy Frenzy Ravenous Hunger Ravenous Hunger Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Unbreakable Unbreakable Scouts Vanguard Scouts Scouts Vanguard Vanguard"},"2720":{"id":"ogre-kingdoms/unit/gorgers-draft-1.5.2.2","path":"ogre-kingdoms/unit/gorgers-draft-1.5.2.2","title":"Gorgers","pathText":"ogre kingdoms unit gorgers draft 1.5.2.2","type":"unit","body":"Gorger Cost 90 Base Size 50 x 50 mm Unit Size 1 Type Gorgers Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws distensible jaw Special Rules Ambushers Armoured Hide (2) Open Order Fear Frenzy Ravenous Hunger Regeneration (6+) Swiftstride Unbreakable Options May have the Scouts special rule (+3) May have the Vanguard special rule (+3) Monstrous Creatures Monsters Wicked claws Wicked claws Distensible jaw Distensible jaw Ambushers Armoured Hide (X) Open Order Fear Frenzy Ravenous Hunger Ravenous Hunger Regeneration (X+) Swiftstride Unbreakable"},"2721":{"id":"ogre-kingdoms/unit/hunter","path":"ogre-kingdoms/unit/hunter","title":"Hunter","pathText":"ogre kingdoms unit hunter","type":"unit","body":"Hunter Cost 115 Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon great throwing spear light armour Special Rules Armour Bane (1) Fear Impact Hits (1) Loner Move Through Cover Ogre Charge Running with the Pack Options May take an additional hand weapon (+4 points) May take a harpoon launcher (+10 points) May be mounted: Stonehorn (+195 points) Thundertusk (+165 points) Unless mounted, may have one of the following: The Ambushers special rule (+10 points) The Scouts special rule (+5 points) The Vanguard special rule (+3 points) May take a single Big Name May purchase magic items up to a total of 50 points Optional Rules Harpoon Launcher Ambushers Scouts Vanguard Note that Armour Bane (1) and Move Through Cover do not apply to this model's mount (should it have one). Additionally, if this model is mounted it loses the Impact Hits (1) special rule. Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Great Throwing Spears Great Throwing Spears Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear Fear Impact Hits (X) Impact Hits (X) Loner Loner Move Through Cover Move Through Cover Ogre Charge Ogre Charge Running with the Pack Running with the Pack Two Hand Weapons/Additional Hand Weapon Harpoon Launcher Stonehorn Thundertusk Ambushers Scouts Vanguard Big Names Harpoon Launcher Harpoon Launcher Ambushers Ambushers Scouts Scouts Vanguard Vanguard"},"2722":{"id":"ogre-kingdoms/unit/hunter-draft-1.5.2.2","path":"ogre-kingdoms/unit/hunter-draft-1.5.2.2","title":"Hunter","pathText":"ogre kingdoms unit hunter draft 1.5.2.2","type":"unit","body":"Hunter Cost 115 Base Size 50 x 50 mm Unit Size 1 Type Hunters Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon great throwing spears light armour Special Rules Armour Bane (1) Fear Impact Hits (1) Loner Move Through Cover Ogre Kingdoms Charge Running with the Pack Vanguard Ogre Club Options May take an additional hand weapon (+4) Great weapon +5 points Blood Vulture (+5), Harpoon Launcher (+15) Unless mounted, may have one of the following: The Ambushers special rule (+6), The Scouts special rule (+4) May take a single Big Name May purchase magic items up to a total of 75 points May be mounted on a Stonehorn (+195 points) May be mounted on a Thundertusk (+185 points) Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Great throwing spears Great throwing spears Light Armour Armour Bane (X) Fear Impact Hits (X) Loner Move Through Cover Ogre Kingdoms Charge Ogre Kingdoms Charge Running With The Pack Running With The Pack Vanguard Ogre Club Ogre Club Stonehorn Thundertusk"},"2723":{"id":"ogre-kingdoms/unit/ironblaster","path":"ogre-kingdoms/unit/ironblaster","title":"Ironblaster","pathText":"ogre kingdoms unit ironblaster","type":"unit","body":"Ironblaster Leadbelcher (x1) Gnoblar Scrapper (x1) Rhinox (x1) Cost 185 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Ironblaster: Cannon of the Sky-titans Leadbelcher: Hand weapon Gnoblar Scrapper: Sharp stuff (counts as hand weapon and throwing weapons) Rhinox: Tusks and horns (counts as a hand weapon) Special Rules Armour Bane (2, Rhinox only) Close Order Fear First Charge Impact Hits (D6+1) Large Target Heavy Chariots Chariots Cannon of the Sky-Titans Hand Weapon Hand Weapon Throwing Weapons Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Large Target Large Target"},"2724":{"id":"ogre-kingdoms/unit/ironblaster-draft-1.5.2.2","path":"ogre-kingdoms/unit/ironblaster-draft-1.5.2.2","title":"Ironblaster","pathText":"ogre kingdoms unit ironblaster draft 1.5.2.2","type":"unit","body":"Ironblaster Leadbelcher (x1) Gnoblar Scrapper (x1) Rhinox (x1) Cost 185 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type Ironblaster Troop Type Heavy Chariot Unit Category Chariot Equipment Cannon of the Sky-titans Hand weapon Sharp stuff (counts as a hand weapon and throwing weapons) Tusks and horns (counts as a hand weapon) Special Rules Armour Bane (2, Rhinox only) Close Order Fear First Charge Impact Hits (D6+1) Large Target Heavy Chariots Chariots Cannon Of The Sky-Titans Cannon Of The Sky-Titans Hand Weapon Hand Weapon Hand Weapon Armour Bane (X) Close Order Fear First Charge Impact Hits (X) Large Target"},"2725":{"id":"ogre-kingdoms/unit/ironguts","path":"ogre-kingdoms/unit/ironguts","title":"Ironguts","pathText":"ogre kingdoms unit ironguts","type":"unit","body":"Irongut Gutlord Cost 39 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons great weapons heavy armour Special Rules Close Order Fear Impact Hits (1) Ogre Charge Options Any unit may: Upgrade one model to a Gutlord (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a Bellower (musician) (+7 points per unit) A Gutlord may purchase magic items up to a total of 25 points A standard bearer may have the Look-out Gnoblar special rule (+5 points per unit) Any unit may: Have the Veteran special rule (+2 points per model) Purchase a magic standard worth up to 50 points Optional Rules Look-out Gnoblar Veteran Monstrous Infantry Infantry Hand Weapon Hand Weapon Great Weapon Great Weapon Heavy Armour Heavy Armour Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Look-out Gnoblar Veteran Look-out Gnoblar Look-out Gnoblar Veteran Veteran"},"2726":{"id":"ogre-kingdoms/unit/ironguts-draft-1.5.2.2","path":"ogre-kingdoms/unit/ironguts-draft-1.5.2.2","title":"Ironguts","pathText":"ogre kingdoms unit ironguts draft 1.5.2.2","type":"unit","body":"Irongut Gutlord Cost 39 Base Size 40 x 40 mm Unit Size 3+ Type Ironguts Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons great weapons heavy armour Special Rules Close Order Fear Impact Hits (1) Ogre Kingdoms Charge Ravenous Hunger Options Any unit may: Upgrade one model to a Gutlord (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a Bellower (musician) (+7) A Gutlord may purchase magic items up to a total of 25 points A standard bearer may have the Look-out Gnoblar special rule (+5) Any unit may: Have the Veteran special rule (+2/model), Purchase a magic standard worth up to 50 points Monstrous Infantry Infantry Hand Weapon Great Weapon Heavy Armour Close Order Fear Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge Ravenous Hunger Ravenous Hunger"},"2727":{"id":"ogre-kingdoms/unit/leadbelchers","path":"ogre-kingdoms/unit/leadbelchers","title":"Leadbelchers","pathText":"ogre kingdoms unit leadbelchers","type":"unit","body":"Leadbelcher Thunderfist Cost 41 Base Size 40 x 40 mm Unit Size 2+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons leadbelcher guns light armour Special Rules Close Order Fear Impact Hits (1) Ogre Charge Options Any unit may: Upgrade one model to a Thunderfist (champion) (+8 points per unit) Upgrade one model to a Bellower (musician) (+6 points per unit) Any unit may have the Veteran special rule (+2 points per model) Optional Rules Veteran Monstrous Infantry Infantry Hand Weapon Hand Weapon Leadbelcher Gun Leadbelcher Gun Light Armour Light Armour Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Veteran Veteran Veteran"},"2728":{"id":"ogre-kingdoms/unit/leadbelchers-draft-1.5.2.2","path":"ogre-kingdoms/unit/leadbelchers-draft-1.5.2.2","title":"Leadbelchers","pathText":"ogre kingdoms unit leadbelchers draft 1.5.2.2","type":"unit","body":"Leadbelcher Thunderfist Cost 39 Base Size 40 x 40 mm Unit Size 2+ Type Leadbelchers Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons leadbelcher guns light armour Special Rules Open Order Fear Impact Hits (1) Ogre Kingdoms Charge Ogre Club Ravenous Hunger Options Any unit may: Upgrade one model to a Thunderfist (champion) (+8), Upgrade one model to a Bellower (musician) (+6) Any unit may have the Veteran special rule (+2/model) Monstrous Infantry Infantry Hand Weapon Leadbelcher gun Light Armour Open Order Fear Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge Ogre Club Ogre Club Ravenous Hunger Ravenous Hunger"},"2729":{"id":"ogre-kingdoms/unit/maneaters","path":"ogre-kingdoms/unit/maneaters","title":"Maneaters","pathText":"ogre kingdoms unit maneaters","type":"unit","body":"Maneater Maneater Captain Cost 54 Base Size 40 x 40 mm Unit Size 2+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Fear Impact Hits (1) Motley Crew Ogre Charge Options Any model in the unit may take one of the following: Additional hand weapon (+3 points per model) Ironfist (+4 points per model) Great weapon (+4 points per model) Any model in the unit may take one of the following: Ogre pistol (+6 points per model) Brace of Ogre pistols (+12 points per model) Any model in the unit may replace light armour with heavy armour (+3 points per model) Any unit may: Upgrade one model to a Maneater Captain (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a Bellower (musician) (+7 points per unit) A Maneater Captain may purchase magic items up to a total of 50 points A standard bearer may have the Look-out Gnoblar special rule (+5 points per unit) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Any unit may have 0-2 of the following special rules: Immune to Psychology (Free) Poisoned Attacks (Free) Stubborn (Free) Vanguard (Free) Optional Rules Ironfist Ogre Pistol Brace of Ogre Pistols Look-out Gnoblar Immune to Psychology Poisoned Attacks Stubborn Vanguard Monstrous Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Motley Crew Motley Crew Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Ironfist Great Weapon Ogre Pistol Brace of Ogre Pistols Light Armour Heavy Armour Look-out Gnoblar Immune to Psychology Poisoned Attacks Stubborn Vanguard Ironfist Ironfist Ogre Pistol Ogre Pistol Brace of Ogre Pistols Brace of Ogre Pistols Look-out Gnoblar Look-out Gnoblar Immune to Psychology Immune to Psychology Poisoned Attacks Poisoned Attacks Stubborn Stubborn Vanguard Vanguard"},"2730":{"id":"ogre-kingdoms/unit/maneaters-draft-1.5.2.2","path":"ogre-kingdoms/unit/maneaters-draft-1.5.2.2","title":"Maneaters","pathText":"ogre kingdoms unit maneaters draft 1.5.2.2","type":"unit","body":"Maneater Maneater Captain Cost 54 Base Size 40 x 40 mm Unit Size 2+ Type Maneaters Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons Ogre pistol light armour Special Rules Close Order Fear Impact Hits (1) Motley Crew Ogre Kingdoms Charge Veteran Ogre Club Options Any model in the unit may take one of the following: Additional hand weapon (+3/model), Ogre Kingdoms Ironfist (+4/model), Great weapon (+4/model) Any model in the unit may take one of the following: Brace of Ogre pistols (+6/model) Any model in the unit may replace light armour with heavy armour (+3/model) Any unit may: Upgrade one model to a Maneater Captain (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a Bellower (musician) (+7) A Maneater Captain may purchase magic items up to a total of 50 points A Maneater Captain may take a single Big Name (Free) A standard bearer may have the Look-out Gnoblar special rule (+5) 0-1 unit per 1,000 points may purchase a magic standard worth up to 100 points Any unit may have 0-2 of the following special rules: Immune to Psychology (Free), Poisoned Attacks (Free), Stubborn (Free), Vanguard (Free), Scouts (Free), Move Through Cover (Free), Swiftstride (Free) Monstrous Infantry Infantry Hand Weapon Ogre Pistol Ogre Pistol Light Armour Close Order Fear Impact Hits (X) Motley Crew Ogre Kingdoms Charge Ogre Kingdoms Charge Veteran Ogre Club Ogre Club"},"2731":{"id":"ogre-kingdoms/unit/mournfang-cavalry","path":"ogre-kingdoms/unit/mournfang-cavalry","title":"Mournfang Cavalry","pathText":"ogre kingdoms unit mournfang cavalry","type":"unit","body":"Ogre Crusher Mournfang Cost 64 Base Size 50 x 100 mm Unit Size 2+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Ogre: Hand weapons and light armour Mournfang: Monstrous tusks Special Rules Armoured Hide (1) Close Order Fear Impact Hits (D3) Mournfang Charge Swiftstride Options The entire unit may take one of the following: Great weapons (+4 points per model) Ironfists (+4 points per model) The entire unit may replace light armour with heavy armour (+3 points per model) Any unit may: Upgrade one model to a Crusher (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a Bellower (musician) (+7 points per unit) A Crusher may take: A brace of Ogre pistols (+12 points) Magic items up to a total of 25 points 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Optional Rules Ironfists Brace of Ogre Pistols Monstrous Cavalry Cavalry Hand Weapon Light Armour Monstrous Tusks Armoured Hide (X) Armoured Hide (X) Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Mournfang Charge Mournfang Charge Swiftstride Swiftstride Great Weapon Ironfist Light Armour Heavy Armour Brace of Ogre Pistols Ironfist Ironfist Brace of Ogre Pistols Brace of Ogre Pistols"},"2732":{"id":"ogre-kingdoms/unit/mournfang-cavalry-draft-1.5.2.2","path":"ogre-kingdoms/unit/mournfang-cavalry-draft-1.5.2.2","title":"Mournfang Cavalry","pathText":"ogre kingdoms unit mournfang cavalry draft 1.5.2.2","type":"unit","body":"Ogre Crusher Mournfang Cost 64 Base Size 50 x 100 mm Unit Size 2+ Type Mournfang Cavalry Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons light armour Monstrous tusks Special Rules Armoured Hide (1) Close Order Fear Impact Hits (D3) Mournfang Charge Swiftstride Ogre Club Options The entire unit may take one of the following: Great weapons (+4/model), Ogre Kingdoms Ironfists (+4/model) The entire unit may replace light armour with heavy armour (+3/model) Any unit may: Upgrade one model to a Crusher (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a Bellower (musician) (+7) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points A Crusher may take: A brace of Ogre pistols (+12), Magic items up to a total of 25 points Monstrous Cavalry Cavalry Hand Weapon Light Armour Monstrous tusks Monstrous tusks Armoured Hide (X) Close Order Fear Impact Hits (X) Mournfang Charge Mournfang Charge Swiftstride Ogre Club Ogre Club"},"2733":{"id":"ogre-kingdoms/unit/ogre-bulls","path":"ogre-kingdoms/unit/ogre-bulls","title":"Ogre Bulls","pathText":"ogre kingdoms unit ogre bulls","type":"unit","body":"Ogre Crusher Cost 31 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Armour Bane (1) Close Order Fear Impact Hits (1) Ogre Charge Options The entire unit may take one of the following: Additional hand weapons (+3 points per model) Ironfists (+4 points per model) Any unit may: Upgrade one model to a Crusher (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a Bellower (musician) (+6 points per unit) A standard bearer may have the Look-out Gnoblar special rule (+5 points per unit) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Optional Rules Look-out Gnoblar Monstrous Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Ironfist Look-out Gnoblar Look-out Gnoblar Look-out Gnoblar"},"2734":{"id":"ogre-kingdoms/unit/ogre-bulls-draft-1.5.2.2","path":"ogre-kingdoms/unit/ogre-bulls-draft-1.5.2.2","title":"Ogre Bulls","pathText":"ogre kingdoms unit ogre bulls draft 1.5.2.2","type":"unit","body":"Ogre Crusher Cost 31 Base Size 40 x 40 mm Unit Size 3+ Type Ogre Bulls Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Armour Bane (1) Close Order Fear Impact Hits (1) Ogre Kingdoms Charge Ravenous Hunger Ogre Club Options The entire unit may take one of the following: Additional hand weapons (+3/model), Ogre Kingdoms Ironfists (+4/model) Any unit may: Upgrade one model to a Crusher (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a Bellower (musician) (+6) A standard bearer may have the Look-out Gnoblar special rule (+5) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Monstrous Infantry Infantry Hand Weapon Light Armour Armour Bane (X) Close Order Fear Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge Ravenous Hunger Ravenous Hunger Ogre Club Ogre Club"},"2735":{"id":"ogre-kingdoms/unit/sabretusk-pack","path":"ogre-kingdoms/unit/sabretusk-pack","title":"Sabretusk Pack","pathText":"ogre kingdoms unit sabretusk pack","type":"unit","body":"Sabretusk Cost 17 Base Size 25 x 50 mm Unit Size 2-10 Troop Type War Beast Unit Category Cavalry Equipment Claws fangs (counts as hand weapons) Special Rules Armour Bane (1) Fear Impetuous Loner Move Through Cover Open Order Skirmishers Swiftstride Options Any unit may have may have one of the following: The Ambushers special rule (+3 points per model) The Scouts special rule (+2 points per model) The Vanguard special rule (+1 point per model) Optional Rules Ambushers Scouts Vanguard War Beasts Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Fear Fear Impetuous Impetuous Loner Loner Move Through Cover Move Through Cover Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Ambushers Scouts Vanguard Ambushers Ambushers Scouts Scouts Vanguard Vanguard"},"2736":{"id":"ogre-kingdoms/unit/sabretusk-packs-draft-1.5.2.2","path":"ogre-kingdoms/unit/sabretusk-packs-draft-1.5.2.2","title":"Sabretusk Packs","pathText":"ogre kingdoms unit sabretusk packs draft 1.5.2.2","type":"unit","body":"Sabretusk Cost 17 Base Size 25 x 50 mm Unit Size 2-10 Type Sabretusk Packs Troop Type War Beasts Unit Category Cavalry Equipment Claws and fangs (counts as hand weapons) Special Rules Armour Bane (1) Fear Impetuous Loner Move Through Cover Open Order Skirmishers Swiftstride Options Any unit may have may have one of the following: The Ambushers special rule (+3/model), The Scouts special rule (+2/model), The Vanguard special rule (+1/model) War Beasts Cavalry Hand Weapon Armour Bane (X) Fear Impetuous Loner Move Through Cover Open Order Skirmishers Swiftstride"},"2737":{"id":"ogre-kingdoms/unit/slaughtermaster","path":"ogre-kingdoms/unit/slaughtermaster","title":"Slaughtermaster","pathText":"ogre kingdoms unit slaughtermaster","type":"unit","body":"Slaughtermaster Cost 230 Base Size 40 x 40 mm (50 x 100 mm with Butcher's Cauldron) Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Armour Bane (1) Fear Impact Hits (2) Lore of the Great Maw Ogre Charge Options May take an additional hand weapon (+4 points) May take a Butcher's Cauldron (+30 points) May take a single Big Name A Slaughtermaster may: Be a Level 4 Wizard (+35 points) Purchase magic items up to a total of 100 points Optional Rules Butcher's Cauldron Monstrous Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Fear Fear Impact Hits (X) Impact Hits (X) Lore of the Great Maw Lore of the Great Maw Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Butcher's Cauldron Big Names Butcher's Cauldron Butcher's Cauldron"},"2738":{"id":"ogre-kingdoms/unit/slaughtermaster-draft-1.5.2.2","path":"ogre-kingdoms/unit/slaughtermaster-draft-1.5.2.2","title":"Slaughtermaster","pathText":"ogre kingdoms unit slaughtermaster draft 1.5.2.2","type":"unit","body":"Slaughtermaster Cost 180 Base Size 40 x 40 mm, (50 x 100 mm with Butcher’s Cauldron) Unit Size 1 Type Emissaries Of The Great Maw Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Armour Bane (1) Fear Impact Hits (2) Lore of the Great Maw Ogre Kingdoms Charge Options May take an additional hand weapon (+4) May take a Butcher’s Cauldron (+30) May take a single Big Name A Slaughtermaster may: Be a Level 4 Wizard (+30), Purchase magic items up to a total of 100 points Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Armour Bane (X) Fear Impact Hits (X) Lore of the Great Maw Ogre Kingdoms Charge Ogre Kingdoms Charge"},"2739":{"id":"ogre-kingdoms/unit/stonehorn","path":"ogre-kingdoms/unit/stonehorn","title":"Stonehorn","pathText":"ogre kingdoms unit stonehorn","type":"unit","body":"Stonehorn Cost Override +195 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Horns of stone petrified flesh (counts as full plate armour) Special Rules Armour Bane (2, Stonehorn only) Close Order First Charge Impact Hits (D6+1) Large Target Stone Skeleton Swiftstride Terror Thunderous Charge Behemoths Monsters Horns of Stone Horns of Stone Full Plate Armour Full Plate Armour Armour Bane (X) Armour Bane (X) Close Order Close Order First Charge First Charge Impact Hits (X) Impact Hits (X) Large Target Large Target Stone Skeleton Stone Skeleton Swiftstride Swiftstride Terror Terror Thunderous Charge Thunderous Charge"},"2740":{"id":"ogre-kingdoms/unit/stonehorn-draft-1.5.2.2","path":"ogre-kingdoms/unit/stonehorn-draft-1.5.2.2","title":"Stonehorn","pathText":"ogre kingdoms unit stonehorn draft 1.5.2.2","type":"unit","body":"Stonehorn Ogre Beast Rider (x1) Ogre Crew Cost 220 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Type Stonehorns Troop Type Behemoth Unit Category Monster Equipment Horns of stone Hand weapon chaintrap Special Rules Armour Bane (2, Stonehorn only) Close Order First Charge Howdah Impact Hits (D6+1) Large Target Stomp Attacks (D3) Stone Skeleton Swiftstride Terror Thunderous Charge Ogre Club A Stonehorn may also be included in your army as a character’s mount. If so, its points are added to that of its rider. When doing so, the character replaces the Ogre Beast Rider, and the Stonehorn uses the following profile and points value with the same equipment, options and special rules as above: Options The Ogre Beast Rider may replace their chaintrap with one of the following: A blood vulture (+5), A harpoon launcher (+15) The Ogre Beast Rider may take: Additional hand weapon (+3), Great weapon (+4), Ogre Kingdoms Ironfist (+4) May add 1 Ogre Crew with Hand weapon and harpoon launcher (+25) Behemoths Monsters Horns of stone Horns of stone Hand Weapon Chaintrap Chaintrap Armour Bane (X) Close Order First Charge Howdah Impact Hits (X) Large Target Stomp Attacks (X) Stone Skeleton Stone Skeleton Swiftstride Terror Thunderous Charge Thunderous Charge Ogre Club Ogre Club"},"2741":{"id":"ogre-kingdoms/unit/stonehorn-riders","path":"ogre-kingdoms/unit/stonehorn-riders","title":"Stonehorn Riders","pathText":"ogre kingdoms unit stonehorn riders","type":"unit","body":"Stonehorn Ogre Beast Rider (x1) Ogre Crew (x1) Cost 245 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Troop Type Behemoth Unit Category Monster Equipment Stonehorn: Horns of stone Ogre Beast Rider: Hand weapon and chaintrap Ogre Crew: Hand weapon and harpoon launcher Special Rules Armour Bane (2, Stonehorn only) Close Order First Charge Howdah Impact Hits (D6+1) Large Target Stone Skeleton Swiftstride Terror Thunderous Charge Options The Ogre Beast Rider may: Replace their chaintrap with a blood vulture (+5 points) Take a harpoon launcher (+8 points) Behemoths Monsters Horns of Stone Hand Weapon Chaintrap Hand Weapon Harpoon Launcher Armour Bane (X) Armour Bane (X) Close Order Close Order First Charge First Charge Howdah Howdah Impact Hits (X) Impact Hits (X) Large Target Large Target Stone Skeleton Stone Skeleton Swiftstride Swiftstride Terror Terror Thunderous Charge Thunderous Charge Chaintrap Blood Vulture Harpoon Launcher"},"2742":{"id":"ogre-kingdoms/unit/thundertusk","path":"ogre-kingdoms/unit/thundertusk","title":"Thundertusk","pathText":"ogre kingdoms unit thundertusk","type":"unit","body":"Thundertusk Cost Override +165 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Great tusks chill breath frozen pelt (counts as heavy armour) Special Rules Close Order First Charge Impact Hits (D3) Large Target Numbing Chill Stomp Attacks (3) Swiftstride Terror Behemoths Monsters Great Tusks Great Tusks Chill Breath Chill Breath Heavy Armour Heavy Armour Close Order Close Order First Charge First Charge Impact Hits (X) Impact Hits (X) Large Target Large Target Numbing Chill Numbing Chill Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2743":{"id":"ogre-kingdoms/unit/thundertusk-draft-1.5.2.2","path":"ogre-kingdoms/unit/thundertusk-draft-1.5.2.2","title":"Thundertusk","pathText":"ogre kingdoms unit thundertusk draft 1.5.2.2","type":"unit","body":"Thundertusk Ogre Beast Rider (x1) Ogre Crew (x1) Cost 215 Base Size 100 x 150 mm Unit Size 1 Armour Value 5+ Type Thundertusks Troop Type Behemoth Unit Category Monster Equipment Great tusks Sphere of Frost-wreathed Ice Hand weapon chaintrap Hand weapon harpoon launcher Special Rules Close Order First Charge Howdah Impact Hits (D3) Large Target Numbing Chill Stomp Attacks (D3+1) Smooth Ride Strike Last Terror Ogre Club A Thundertusk may also be included in your army as a character’s mount. If so, its points are added to that of its rider. When doing so, the character replaces the Ogre Beast Rider, and the Thundertusk uses the following profile and points value with the same equipment and special rules as above: Behemoths Monsters Great tusks Great tusks Sphere of Frost-wreathed Ice Sphere of Frost-wreathed Ice Hand Weapon Chaintrap Chaintrap Hand Weapon Harpoon Launcher Harpoon Launcher Close Order First Charge Howdah Impact Hits (X) Large Target Numbing Chill Numbing Chill Stomp Attacks (X) Smooth Ride Smooth Ride Strike Last Terror Ogre Club Ogre Club"},"2744":{"id":"ogre-kingdoms/unit/thundertusk-riders","path":"ogre-kingdoms/unit/thundertusk-riders","title":"Thundertusk Riders","pathText":"ogre kingdoms unit thundertusk riders","type":"unit","body":"Thundertusk Ogre Beast Rider (x1) Ogre Crew (x1) Cost 215 Base Size 100 x 150 mm Unit Size 1 Armour Value 5+ Troop Type Behemoth Unit Category Monster Equipment Thundertusk: Great tusks and chill breath Ogre Beast Rider: Hand weapon and chaintrap Ogre Crew: Hand weapon and harpoon launcher Special Rules Close Order First Charge Howdah Impact Hits (D3) Large Target Numbing Chill Stomp Attacks (3) Swiftstride Terror Options The Ogre Beast Rider may: Replace their chaintrap with a blood vulture (+5 points) Take a harpoon launcher (+8 points) Behemoths Monsters Great Tusks Chill Breath Hand Weapon Chaintrap Hand Weapon Harpoon Launcher Close Order Close Order First Charge First Charge Howdah Howdah Impact Hits (X) Impact Hits (X) Large Target Large Target Numbing Chill Numbing Chill Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Chaintrap Blood Vulture Harpoon Launcher"},"2745":{"id":"ogre-kingdoms/unit/tyrant","path":"ogre-kingdoms/unit/tyrant","title":"Tyrant","pathText":"ogre kingdoms unit tyrant","type":"unit","body":"Tyrant Cost 185 Base Size 40 x 40 mm Unit Size 1 Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Armour Bane (1) Bull Charge Fear Impact Hits (2) Ogre Charge Options May take one of the following: Additional hand weapon (+4 points) Ironfist (+6 points) Great weapon (+5 points) May take one of the following: Ogre pistol (+6 points) Brace of Ogre pistols (+12 points) May replace light armour with heavy armour (+3 points) May be mounted: Stonehorn (+195 points) Thundertusk (+165 points) May take a single Big Name A Tyrant may purchase magic items up to a total of 100 points Optional Rules Ironfist Ogre Pistol Brace of Ogre Pistols Note that Armour Bane (1) and Bull Charge do not apply to this model's mount (should it have one). Additionally, if this model is mounted it loses the Impact Hits (2) special rule. Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Bull Charge Bull Charge Fear Fear Impact Hits (X) Impact Hits (X) Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Ironfist Great Weapon Ogre Pistol Brace of Ogre Pistols Light Armour Heavy Armour Stonehorn Thundertusk Big Names Ironfist Ironfist Ogre Pistol Ogre Pistol Brace of Ogre Pistols Brace of Ogre Pistols"},"2746":{"id":"ogre-kingdoms/unit/tyrant-draft-1.5.2.2","path":"ogre-kingdoms/unit/tyrant-draft-1.5.2.2","title":"Tyrant","pathText":"ogre kingdoms unit tyrant draft 1.5.2.2","type":"unit","body":"Tyrant Cost 185 Base Size 40 x 40 mm Unit Size 1 Type Tyrannical Troop Type Monstrous Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Armour Bane (1) Bull Charge Fear Impact Hits (2) Ogre Kingdoms Charge Ogre Club Options May take one of the following: Additional hand weapon (+4), Ogre Kingdoms Ironfist (+6), Great weapon (+5) May take one of the following: Ogre pistol (+6), Brace of Ogre pistols (+12) May replace light armour with heavy armour (+3) May take a single Big Name A Tyrant may purchase magic items up to a total of 100 points A Bruiser may purchase magic items up to a total of 50 points May be mounted on a Stonehorn (+195 points) May be mounted on a Thundertusk (+185 points) Monstrous Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Armour Bane (X) Bull Charge Bull Charge Fear Impact Hits (X) Ogre Kingdoms Charge Ogre Kingdoms Charge Ogre Club Ogre Club Stonehorn Thundertusk"},"2747":{"id":"ogre-kingdoms/unit/yhetees","path":"ogre-kingdoms/unit/yhetees","title":"Yhetees","pathText":"ogre kingdoms unit yhetees","type":"unit","body":"Yhetee Greyback Cost 46 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Grimfrost weapons Special Rules Armoured Hide (1) Fear Flammable Loner Move Through Cover Numbing Chill Open Order Swiftstride Options Any unit may upgrade one model to a Greyback (champion) (+7 points per unit) 0-1 unit per 1,000 points may have one of the following: The Scouts special rule (+3 points per model) The Vanguard special rule (+2 points per model) Optional Rules Scouts Vanguard Monstrous Infantry Infantry Grimfrost Weapon Grimfrost Weapon Armoured Hide (X) Armoured Hide (X) Fear Fear Flammable Flammable Loner Loner Move Through Cover Move Through Cover Numbing Chill Numbing Chill Open Order Formation Open Order Formation Swiftstride Swiftstride Scouts Vanguard Scouts Scouts Vanguard Vanguard"},"2748":{"id":"ogre-kingdoms/unit/yhetees-draft-1.5.2.2","path":"ogre-kingdoms/unit/yhetees-draft-1.5.2.2","title":"Yhetees","pathText":"ogre kingdoms unit yhetees draft 1.5.2.2","type":"unit","body":"Yhetee Greyback Cost 43 Base Size 40 x 40 mm Unit Size 3+ Type Yhetees Troop Type Monstrous Infantry Unit Category Infantry Equipment Grimfrost weapons Special Rules Armoured Hide (1) Fear Flammable Loner Move through Cover Numbing Chill Open Order Swiftstride Ravenous Hunger Options Any unit may upgrade one model to a Greyback (champion) (+7) 0-1 unit per 1,000 points may have one of the following: The Ambushers special rule (+3/model), The Scouts special rule (+2/model), The Vanguard special rule (+1/model) Monstrous Infantry Infantry Grimfrost weapon Armoured Hide (X) Fear Flammable Loner Move Through Cover Numbing Chill Numbing Chill Open Order Swiftstride Ravenous Hunger Ravenous Hunger"},"2749":{"id":"ogre-kingdoms/weapon/blood-vulture","path":"ogre-kingdoms/weapon/blood-vulture","title":"Blood Vulture","pathText":"ogre kingdoms weapon blood vulture","type":"rule","body":"Blood Vulture Ignores Cover Move & Shoot Quick Shot Ignores Cover Move & Shoot Quick Shot"},"2750":{"id":"ogre-kingdoms/weapon/blood-vulture-draft-1.5.2.2","path":"ogre-kingdoms/weapon/blood-vulture-draft-1.5.2.2","title":"Blood Vulture","pathText":"ogre kingdoms weapon blood vulture draft 1.5.2.2","type":"rule","body":"Blood Vulture Ignores Cover Move & Shoot Quick Shot Ignores Cover Move & Shoot Quick Shot"},"2751":{"id":"ogre-kingdoms/weapon/brace-of-ogre-pistols","path":"ogre-kingdoms/weapon/brace-of-ogre-pistols","title":"Brace of Ogre Pistols","pathText":"ogre kingdoms weapon brace of ogre pistols","type":"rule","body":"As with most races that make use of black powder weapons, those Ogres that can carry two pistols invariably will. Ogres armed in this way will fire a quick volley of shots into the ranks of the enemy before reversing their grip upon the spent weapons and using them as brutal clubs. Ranged: Brace of Ogre Pistols Ranged Armour Bane (1) Multiple Shots (2) Quick Shot Combat: Brace of Ogre Pistols Combat Extra Attacks (+1) Requires Two Hands Notes: A brace of Ogre pistols has two profiles, representing how the weapons are used in combat. Armour Bane (X) Multiple Shots (X) Quick Shot Extra Attacks (+X) Requires Two Hands"},"2752":{"id":"ogre-kingdoms/weapon/brace-of-ogre-pistols-draft-1.5.2.2","path":"ogre-kingdoms/weapon/brace-of-ogre-pistols-draft-1.5.2.2","title":"Brace Of Ogre Pistols","pathText":"ogre kingdoms weapon brace of ogre pistols draft 1.5.2.2","type":"rule","body":"Ranged Armour Bane (1) Multiple Shots (2) Quick Shot Combat Extra Attacks (1) Requires Two Hands A brace of Ogre pistols has two profiles, representing how the weapons are used in combat. Armour Bane (X) Multiple Shots (X) Quick Shot Extra Attacks (+X) Requires Two Hands"},"2753":{"id":"ogre-kingdoms/weapon/cannon-of-the-sky-titans","path":"ogre-kingdoms/weapon/cannon-of-the-sky-titans","title":"Cannon of the Sky-Titans","pathText":"ogre kingdoms weapon cannon of the sky titans","type":"rule","body":"A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited. Solid Shot: Cannon of the Sky-Titans Solid Shot Armour Bane (2) Cannon Fire Cumbersome Multiple Wounds (D3+1) Scatter Shot: Cannon of the Sky-Titans Scatter Shot Breath Weapon Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the Cannon Fire special rule. This weapon uses the Ironblaster Misfire table below. D6 Result 1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly. The model is destroyed and immediately removed from play. 2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it useless. The model cannot shoot with this weapon for the remainder of the game. 4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in the mechanism. The model does not shoot this turn and cannot shoot with this weapon during the next round. Armour Bane (X) Cannon Fire Cumbersome Multiple Wounds (X) Breath Weapon Cannon Fire"},"2754":{"id":"ogre-kingdoms/weapon/cannon-of-the-sky-titans-draft-1.5.2.2","path":"ogre-kingdoms/weapon/cannon-of-the-sky-titans-draft-1.5.2.2","title":"Cannon Of The Sky-Titans","pathText":"ogre kingdoms weapon cannon of the sky titans draft 1.5.2.2","type":"rule","body":"Solid shot Armour Bane (2) Cannon Fire Cumbersome Multiple Wounds (D3+1) Scatter shot Breath Weapon A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table. This weapon does not have a 360 line of sight, it can only shoot into the Ironblaster’s front arc. Armour Bane (X) Cannon Fire Cumbersome Multiple Wounds (X) Breath Weapon"},"2755":{"id":"ogre-kingdoms/weapon/chaintrap","path":"ogre-kingdoms/weapon/chaintrap","title":"Chaintrap","pathText":"ogre kingdoms weapon chaintrap","type":"rule","body":"Chaintrap Killing Blow Killing Blow"},"2756":{"id":"ogre-kingdoms/weapon/chaintrap-draft-1.5.2.2","path":"ogre-kingdoms/weapon/chaintrap-draft-1.5.2.2","title":"Chaintrap","pathText":"ogre kingdoms weapon chaintrap draft 1.5.2.2","type":"rule","body":"Chaintrap Killing Blow Ranged attacks made with this weapon apply Killing Blows in the same manner as melee attacks. Killing Blow"},"2757":{"id":"ogre-kingdoms/weapon/chill-breath","path":"ogre-kingdoms/weapon/chill-breath","title":"Chill Breath","pathText":"ogre kingdoms weapon chill breath","type":"rule","body":"Chill Breath Breath Weapon Multiple Wounds (D3) Breath Weapon Multiple Wounds (X)"},"2758":{"id":"ogre-kingdoms/weapon/distensible-jaw","path":"ogre-kingdoms/weapon/distensible-jaw","title":"Distensible Jaw","pathText":"ogre kingdoms weapon distensible jaw","type":"rule","body":"Distensible Jaw Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon. Killing Blow"},"2759":{"id":"ogre-kingdoms/weapon/distensible-jaw-draft-1.5.2.2","path":"ogre-kingdoms/weapon/distensible-jaw-draft-1.5.2.2","title":"Distensible jaw","pathText":"ogre kingdoms weapon distensible jaw draft 1.5.2.2","type":"rule","body":"Distensible jaw Killing Blow Killing Blow"},"2760":{"id":"ogre-kingdoms/weapon/flaming-breath-draft-1.5.2.2","path":"ogre-kingdoms/weapon/flaming-breath-draft-1.5.2.2","title":"Flaming breath","pathText":"ogre kingdoms weapon flaming breath draft 1.5.2.2","type":"rule","body":"Flaming breath Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"2761":{"id":"ogre-kingdoms/weapon/flaming-breath-ogre-kingdoms","path":"ogre-kingdoms/weapon/flaming-breath-ogre-kingdoms","title":"Flaming Breath (Ogre Kingdoms)","pathText":"ogre kingdoms weapon flaming breath ogre kingdoms","type":"rule","body":"Flaming Breath (Ogre Kingdoms) Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"2762":{"id":"ogre-kingdoms/weapon/giants-club-draft-1.5.2.2","path":"ogre-kingdoms/weapon/giants-club-draft-1.5.2.2","title":"Giant’s club","pathText":"ogre kingdoms weapon giants club draft 1.5.2.2","type":"rule","body":"Giant’s club \\A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.*"},"2763":{"id":"ogre-kingdoms/weapon/great-throwing-spears","path":"ogre-kingdoms/weapon/great-throwing-spears","title":"Great Throwing Spears","pathText":"ogre kingdoms weapon great throwing spears","type":"rule","body":"Great Throwing Spears Move & Shoot Quick Shot Move & Shoot Quick Shot"},"2764":{"id":"ogre-kingdoms/weapon/great-throwing-spears-draft-1.5.2.2","path":"ogre-kingdoms/weapon/great-throwing-spears-draft-1.5.2.2","title":"Great throwing spears","pathText":"ogre kingdoms weapon great throwing spears draft 1.5.2.2","type":"rule","body":"Great throwing spears Move & Shoot Quick Shot Move & Shoot Quick Shot"},"2765":{"id":"ogre-kingdoms/weapon/great-tusks","path":"ogre-kingdoms/weapon/great-tusks","title":"Great Tusks","pathText":"ogre kingdoms weapon great tusks","type":"rule","body":"Great Tusks Armour Bane (2) Armour Bane (X)"},"2766":{"id":"ogre-kingdoms/weapon/great-tusks-draft-1.5.2.2","path":"ogre-kingdoms/weapon/great-tusks-draft-1.5.2.2","title":"Great tusks","pathText":"ogre kingdoms weapon great tusks draft 1.5.2.2","type":"rule","body":"Great tusks Armour Bane (2) Armour Bane (X)"},"2767":{"id":"ogre-kingdoms/weapon/grimfrost-weapon","path":"ogre-kingdoms/weapon/grimfrost-weapon","title":"Grimfrost Weapon","pathText":"ogre kingdoms weapon grimfrost weapon","type":"rule","body":"Grimfrost Weapon Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"2768":{"id":"ogre-kingdoms/weapon/grimfrost-weapon-draft-1.5.2.2","path":"ogre-kingdoms/weapon/grimfrost-weapon-draft-1.5.2.2","title":"Grimfrost weapon","pathText":"ogre kingdoms weapon grimfrost weapon draft 1.5.2.2","type":"rule","body":"Grimfrost weapon Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"2769":{"id":"ogre-kingdoms/weapon/harpoon-launcher","path":"ogre-kingdoms/weapon/harpoon-launcher","title":"Harpoon Launcher","pathText":"ogre kingdoms weapon harpoon launcher","type":"rule","body":"A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape. Harpoon Launcher Multiple Wounds (D3) Ponderous Multiple Wounds (X) Ponderous"},"2770":{"id":"ogre-kingdoms/weapon/harpoon-launcher-draft-1.5.2.2","path":"ogre-kingdoms/weapon/harpoon-launcher-draft-1.5.2.2","title":"Harpoon Launcher","pathText":"ogre kingdoms weapon harpoon launcher draft 1.5.2.2","type":"rule","body":"Harpoon launcher Cumbersome Multiple Wounds (2) Through & Through When firing at an enemy with troop type Monster, the user may apply a +1 modifier on their rolls to hit. Cumbersome Multiple Wounds (X) Through & Through"},"2771":{"id":"ogre-kingdoms/weapon/horns-of-stone","path":"ogre-kingdoms/weapon/horns-of-stone","title":"Horns of Stone","pathText":"ogre kingdoms weapon horns of stone","type":"rule","body":"Horns of Stone -"},"2772":{"id":"ogre-kingdoms/weapon/horns-of-stone-draft-1.5.2.2","path":"ogre-kingdoms/weapon/horns-of-stone-draft-1.5.2.2","title":"Horns of stone","pathText":"ogre kingdoms weapon horns of stone draft 1.5.2.2","type":"rule","body":"Horns of stone"},"2773":{"id":"ogre-kingdoms/weapon/ironfist","path":"ogre-kingdoms/weapon/ironfist","title":"Ironfist","pathText":"ogre kingdoms weapon ironfist","type":"rule","body":"Many Ogres wrap their off-hand and forearm in heavy gauntlets of spiked iron and thick plates of armour. They use these brutal implements both as a weapon and as protection, swinging their mighty fists to clobber their victims and fend off their futile attempts at retaliation. Ironfist Extra Attacks (+1) Requires Two Hands Notes: An Ironfist is an additional hand weapon. In addition, a model equipped with an Ironfist improves its armour value by 1. An Ironfist cannot be used alongside a magic weapon to gain an extra attack, or to improve the wielder's armour value. Extra Attacks (+X) Requires Two Hands Two Hand Weapons/Additional Hand Weapon Armour Value"},"2774":{"id":"ogre-kingdoms/weapon/leadbelcher-gun","path":"ogre-kingdoms/weapon/leadbelcher-gun","title":"Leadbelcher Gun","pathText":"ogre kingdoms weapon leadbelcher gun","type":"rule","body":"Solid Shot: Leadbelcher Gun Solid Shot Armour Bane (1) Cumbersome Multiple Wounds (2) Scatter Shot: Leadbelcher Gun Scatter Shot Armour Bane (1) Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one. Armour Bane (X) Cumbersome Multiple Wounds (X) Armour Bane (X)"},"2775":{"id":"ogre-kingdoms/weapon/leadbelcher-gun-draft-1.5.2.2","path":"ogre-kingdoms/weapon/leadbelcher-gun-draft-1.5.2.2","title":"Leadbelcher gun","pathText":"ogre kingdoms weapon leadbelcher gun draft 1.5.2.2","type":"rule","body":"Solid shot Armour Bane (1) Cumbersome Multiple Wounds (2) Scatter shot Armour Bane (2) A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one. In addition, A Leadbelcher Gun ignores penalties for Moving and Shooting and Long Range. Armour Bane (X) Cumbersome Multiple Wounds (X) Armour Bane (X)"},"2776":{"id":"ogre-kingdoms/weapon/monstrous-tusks","path":"ogre-kingdoms/weapon/monstrous-tusks","title":"Monstrous Tusks","pathText":"ogre kingdoms weapon monstrous tusks","type":"rule","body":"Monstrous Tusks Armour Bane (1) Armour Bane (X)"},"2777":{"id":"ogre-kingdoms/weapon/monstrous-tusks-draft-1.5.2.2","path":"ogre-kingdoms/weapon/monstrous-tusks-draft-1.5.2.2","title":"Monstrous tusks","pathText":"ogre kingdoms weapon monstrous tusks draft 1.5.2.2","type":"rule","body":"Monstrous tusks Armour Bane (1) Armour Bane (X)"},"2778":{"id":"ogre-kingdoms/weapon/ogre-kingdoms-ironfist-draft-1.5.2.2","path":"ogre-kingdoms/weapon/ogre-kingdoms-ironfist-draft-1.5.2.2","title":"Ogre Kingdoms Ironfist","pathText":"ogre kingdoms weapon ogre kingdoms ironfist draft 1.5.2.2","type":"rule","body":"Stab Requires Two Hands Smash Extra Attacks (+1) Requires Two Hands The Ironfist has two profiles. You must choose which the wielder will use at the start of each round of combat. An Ironfist is a type of shield. A model that is equipped with an Ironfist can use either profile, while maintaining the benefits that a shield provides. Furthermore, whilst engaged in close combat, a model that is equipped with and chooses to use an Ironfist as a weapon improves its armor value (but not the value of its mount’s save, if any) by an additional 1, to a maximum of 3+ Requires Two Hands Extra Attacks (+X) Requires Two Hands"},"2779":{"id":"ogre-kingdoms/weapon/ogre-pistol-draft-1.5.2.2","path":"ogre-kingdoms/weapon/ogre-pistol-draft-1.5.2.2","title":"Ogre Pistol","pathText":"ogre kingdoms weapon ogre pistol draft 1.5.2.2","type":"rule","body":"Ogre pistol Armour Bane (1) Quick Shot Armour Bane (X) Quick Shot"},"2780":{"id":"ogre-kingdoms/weapon/scraplauncher-catapult","path":"ogre-kingdoms/weapon/scraplauncher-catapult","title":"Scraplauncher Catapult","pathText":"ogre kingdoms weapon scraplauncher catapult","type":"rule","body":"Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy. Scraplauncher Catapult Bombardment Cumbersome Multiple Wounds (2) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Scraplauncher Misfire table below. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template. D6 Result 1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The model is destroyed and immediately removed from play. 2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two. The model cannot shoot with this weapon for the remainder of the game. 4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up. The model does not shoot this turn and cannot shoot with this weapon during the next round. Bombardment Cumbersome Multiple Wounds (X) Stone Throwers Bombardment Multiple Wounds (X)"},"2781":{"id":"ogre-kingdoms/weapon/scraplauncher-catapult-draft-1.5.2.2","path":"ogre-kingdoms/weapon/scraplauncher-catapult-draft-1.5.2.2","title":"Scraplauncher Catapult","pathText":"ogre kingdoms weapon scraplauncher catapult draft 1.5.2.2","type":"rule","body":"Scraplauncher Catapult Bombardment Cumbersome Deluge of Sharp Instruments This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5\" blast template and the Scraplauncher Misfire table. Bombardment Cumbersome Deluge of Sharp Instruments"},"2782":{"id":"ogre-kingdoms/weapon/sphere-of-frost-wreathed-ice-draft-1.5.2.2","path":"ogre-kingdoms/weapon/sphere-of-frost-wreathed-ice-draft-1.5.2.2","title":"Sphere of Frost-wreathed Ice","pathText":"ogre kingdoms weapon sphere of frost wreathed ice draft 1.5.2.2","type":"rule","body":"Sphere of Frost-wreathed Ice Bombardment Cumbersome Multiple Wounds (D3) This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3\" blast template. If a misfire result is rolled this model suffers a wound and this weapon cannot shoot this turn. The Multiple Wounds (D3) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Multiple Wounds (X)"},"2783":{"id":"ogre-kingdoms/weapon/wicked-claws-draft-1.5.2.2","path":"ogre-kingdoms/weapon/wicked-claws-draft-1.5.2.2","title":"Wicked claws","pathText":"ogre kingdoms weapon wicked claws draft 1.5.2.2","type":"rule","body":"Wicked claws"},"2784":{"id":"orc-and-goblin-tribes/armylist/grand-army","path":"orc-and-goblin-tribes/armylist/grand-army","title":"Orc & Goblin Tribes Army List","pathText":"orc and goblin tribes armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Orc & Goblin Tribes. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Black Orc Warboss, Orc Warboss or Orc Weirdnob per 1,000 points Black Orc Bigbosses, Orc Bigbosses, Orc Weirdboys, Goblin Warbosses, Goblin Bigbosses, Goblin Oddnobs, Goblin Oddgits, Night Goblin Warbosses, Night Goblin Bigbosses, Night Goblin Oddnobs and Night Goblin Oddgits Core At least 25% of your army's points value must be spent on: Orc Mobs, Goblin Mobs, Snotling Mobs, Goblin Spider Rider Mobs and Goblin Wolf Rider Mobs 0-1 Night Goblin Mobs per Night Goblin Chief or Night Goblin Shaman taken 0-1 Night Goblin Squig Herd per Night Goblin Chief or Night Goblin Shaman taken If your General is a Black Orc Boss, 0-1 Black Orc Mob may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Black Orc Mobs, Common Troll Mobs, River Troll Mobs, Stone Troll Mobs, Orc Boar Boy Mobs, Orc Boar Chariots, Goblin Wolf Chariots and Snotling Pump Wagons 0-1 Night Goblin Squig Hopper Mob per Night Goblin Chief or Night Goblin Shaman taken 0-2 Goblin Bolt Throwas per 1,000 points Rare Up to 25% of your army's points value may be spent on: Arachnarok Spiders and Giants 0-1 Mangler Squig per Night Goblin Chief or Night Goblin Shaman taken 0-1 Goblin Rock Lobber per 1,000 points 0-1 Doom Diver Catapult per 1,000 points 0-1 Troll Hag if army includes one or more Troll Mobs Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls 0-1 Bonegrinder Giant Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Orc & Goblin Tribes Army of Infamy composition list One of the following Grand Army composition lists: Warriors of Chaos (Uneasy) Beastmen Brayherds (Uneasy) Tomb Kings of Khemri (Suspicious) Battle Standard Bearer A single Bigboss (Orc, Black Orc, Goblin or Night Goblin) in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Black Orc Warboss Orc Warboss Orc Weirdnob Black Orc Bigboss Orc Bigboss Orc Weirdboy Goblin Warboss Goblin Bigboss Goblin Oddnob Goblin Oddgit Night Goblin Warboss Night Goblin Bigboss Night Goblin Oddnob Night Goblin Oddgit Orc Mob Goblin Mob Snotling Mob Goblin Spider Rider Mob Goblin Wolf Rider Mob Night Goblin Mob Night Goblin Squig Herd Black Orc Mob Black Orc Mob Common Troll Mob River Troll Mob Stone Troll Mob Orc Boar Boy Mob Orc Boar Chariot Goblin Wolf Chariot Snotling Pump Wagon Night Goblin Squig Hopper Mob Goblin Bolt Throwa Arachnarok Spider Giant Mangler Squigs Goblin Rock Lobber Doom Diver Catapult Troll Hag Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Warriors of Chaos Uneasy Allied Contingents Beastmen Brayherds Uneasy Allied Contingents Tomb Kings of Khemri Suspicious Allied Contingents The Battle Standard"},"2785":{"id":"orc-and-goblin-tribes/armylist/nomadic-waaagh","path":"orc-and-goblin-tribes/armylist/nomadic-waaagh","title":"Nomadic Waaagh!","pathText":"orc and goblin tribes armylist nomadic waaagh","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Orc & Goblin Tribes army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Nomadic Waaagh! army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Black Orc Warboss or Black Orc Bigboss per Black Orc Boar Chariot 0-1 Orc Warboss or Orc Weirdnob per 1,000 points Orc Bigbosses, Orc Weirdboys, Goblin Warbosses, Goblin Bigbosses, Goblin Oddnobs and Goblin Oddgits Core At least 25% of your army’s points value must be spent on: Goblin Wolf Rider Mobs and Goblin Wolf Chariots If your General is an Orc Boss, 0-1 Orc Boar Boy Mob may be taken as a Core choice If your General is a Black Orc Boss, 0-1 Black Orc Boar Chariot may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Orc Boar Boy Mobs, Orc Boar Chariots and Snotling Pump Wagons Rare Up to 25% of your army's points value may be spent on: Black Orc Boar Chariots and Giants Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls 0-1 Bonegrinder Giant Note that mercenary units are subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Bigboss (Orc, Black Orc or Goblin) in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Orc & Goblin Tribes magic items lists. Forming Units Warhammer Armies Black Orc Warboss Black Orc Bigboss Black Orc Boar Chariot Orc Warboss Orc Weirdnob Orc Bigboss Orc Weirdboy Goblin Warboss Goblin Bigboss Goblin Oddnob Goblin Oddgit Goblin Wolf Rider Mob Goblin Wolf Chariot Orc Boar Boy Mob Black Orc Boar Chariot Orc Boar Boy Mob Orc Boar Chariot Snotling Pump Wagon Black Orc Boar Chariot Giant Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Misbehaving Mercenaries The Battle Standard"},"2786":{"id":"orc-and-goblin-tribes/armylist/troll-horde","path":"orc-and-goblin-tribes/armylist/troll-horde","title":"Troll Horde","pathText":"orc and goblin tribes armylist troll horde","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Orc & Goblin Tribes army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Troll Horde army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Orc Warboss or Orc Weirdnob per 1,000 points Orc Bigbosses, Orc Weirdboys, Goblin Warbosses, Goblin Bigbosses, Goblin Oddnobs, Goblin Oddgits and Troll Hags Core At least 33% of your army’s points value must be spent on: 1 Troll Mob per 1,000 points 0-1 additional Troll Mob may be taken as a Core choice per Troll Hag taken Orc Mobs, Goblin Mobs, Goblin Spider Rider Mobs and Goblin Wolf Rider Mobs Special Up to 50% of your army's points value may be spent on: Common Troll Mob, River Troll Mob, Stone Troll Mob and Goblin Wolf Chariots 0-1 Orc Boar Boy Mobs per 1,000 points 0-1 Orc Boar Chariots per 1,000 points Rare Up to 25% of your army's points value may be spent on: Giants Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls 0-1 Bonegrinder Giant Note that mercenary units are subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Bigboss (Orc or Goblin) in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Orc & Goblin Tribes magic items lists. Forming Units Warhammer Armies Orc Warboss Orc Weirdnob Orc Bigboss Orc Weirdboy Goblin Warboss Goblin Bigboss Goblin Oddnob Goblin Oddgit Troll Hag Troll Hag Orc Mob Goblin Mob Goblin Spider Rider Mob Goblin Wolf Rider Mob Common Troll Mob River Troll Mob Stone Troll Mob Goblin Wolf Chariot Orc Boar Boy Mob Orc Boar Chariot Giant Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Misbehaving Mercenaries The Battle Standard"},"2787":{"id":"orc-and-goblin-tribes/faction","path":"orc-and-goblin-tribes/faction","title":"Orc & Goblin Tribes","pathText":"orc and goblin tribes faction","type":"army","body":"Rules Special Rules Cunning Hunters Mob Rule Big Stabbas Hit 'em Fast and Hit 'em 'Ard! Ogre Charge Hunting Packs Skulking Menace Netters On Da Move Release the Fanatics! Solitary Fighters Enhanced Regeneration Squigs Go Wild Ker-splat Oi! Dis Way! Spiked Ball & Chains Troll Tongue 'Eadbutt (Giant) All Sneaky Like Belly Flop Giant Attacks Jump Up & Down Mighty Swing (Giant) Thump with Club 'It & Run Pick Up And... Bully Da Troll Calla Big 'Uns Protect Da Boss Choppas Syphoned Strength Da Boyz Indiscriminate Hunger Fear of Elves Motherly Love Ignore Goblin Panic Slimy Shanks Bonegrinder Giant Attacks Ignore Panic Crush Underfoot Quell Impetuosity 'Eadbutt (Bonegrinder Giant) Tusker Charge Grind its Bones Waaagh! Mighty Swing (Bonegrinder Giant) Warpaint Vomit Wallop Weapons of War Fanatic Ball & Chain Swamp Breath Bonegrinder Giant's Club Huge Gob Massive Gob Troll Vomit Wicked Claws Venomous Tail Venom Surge Spidersilk Lobber Colossal Fang-filled Gob Giant's Club Doom Diver Warhammer Armies Orc & Goblin Tribes Army List Nomadic Waaagh! Troll Horde Narrative Battles Ambush at Winter's Teeth Pass The Lores of Magic Lore of Gork Lore of Mork Lore of Troll Magic Magic Items (and Abilities) Orc & Goblin Tribes Magic Items Units Named Character Kiknik Toofsnatcha Ogdruz Swampdigga Character Black Orc Bigboss Black Orc Warboss Goblin Bigboss Goblin Oddgit Goblin Oddnob Goblin Warboss Night Goblin Bigboss Night Goblin Oddgit Night Goblin Oddnob Night Goblin Warboss Orc Bigboss Orc Warboss Orc Weirdboy Orc Weirdnob Troll Hag Mount Giant Cave Squig Giant Wolf Gigantic Spider War Boar Infantry Badlands Ogre Bulls Black Orc Mob Common Troll Mob Fanatic Goblin Mob Nasty Skulker Night Goblin Mob Night Goblin Squig Herd Orc Mob River Troll Mob Snotling Mob Stone Troll Mob Cavalry Goblin Spider Rider Mob Goblin Wolf Rider Mob Night Goblin Squig Hopper Mob Orc Boar Boy Mob Chariot Black Orc Boar Chariot Goblin Wolf Chariot Orc Boar Chariot Snotling Pump Wagon Monster Arachnarok Spider Bonegrinder Giant Giant Mangler Squigs Wyvern War Machine Doom Diver Catapult Goblin Bolt Throwa Goblin Rock Lobber Orc Bully Cunning Hunters Mob Rule Big Stabbas Hit 'em Fast and Hit 'em 'Ard! Ogre Charge Hunting Packs Skulking Menace Netters On Da Move Release the Fanatics! Solitary Fighters Enhanced Regeneration Squigs Go Wild Ker-splat Oi! Dis Way! Spiked Ball & Chains Troll Tongue 'Eadbutt (Giant) All Sneaky Like Belly Flop Giant Attacks Jump Up & Down Mighty Swing (Giant) Thump with Club 'It & Run Pick Up And... Bully Da Troll Calla Big 'Uns Protect Da Boss Choppas Syphoned Strength Da Boyz Indiscriminate Hunger Fear of Elves Motherly Love Ignore Goblin Panic Slimy Shanks Bonegrinder Giant Attacks Ignore Panic Crush Underfoot Quell Impetuosity 'Eadbutt (Bonegrinder Giant) Tusker Charge Grind its Bones Waaagh! Mighty Swing (Bonegrinder Giant) Warpaint Vomit Wallop Fanatic Ball & Chain Swamp Breath Bonegrinder Giant's Club Huge Gob Massive Gob Troll Vomit Wicked Claws Venomous Tail Venom Surge Spidersilk Lobber Colossal Fang-filled Gob Giant's Club Doom Diver Orc & Goblin Tribes Army List Nomadic Waaagh! Troll Horde Ambush at Winter's Teeth Pass Lore of Gork Lore of Mork Lore of Troll Magic Orc & Goblin Tribes Magic Items Kiknik Toofsnatcha Ogdruz Swampdigga Black Orc Bigboss Black Orc Warboss Goblin Bigboss Goblin Oddgit Goblin Oddnob Goblin Warboss Night Goblin Bigboss Night Goblin Oddgit Night Goblin Oddnob Night Goblin Warboss Orc Bigboss Orc Warboss Orc Weirdboy Orc Weirdnob Troll Hag Giant Cave Squig Giant Wolf Gigantic Spider War Boar Badlands Ogre Bulls Black Orc Mob Common Troll Mob Fanatic Goblin Mob Nasty Skulker Night Goblin Mob Night Goblin Squig Herd Orc Mob River Troll Mob Snotling Mob Stone Troll Mob Goblin Spider Rider Mob Goblin Wolf Rider Mob Night Goblin Squig Hopper Mob Orc Boar Boy Mob Black Orc Boar Chariot Goblin Wolf Chariot Orc Boar Chariot Snotling Pump Wagon Arachnarok Spider Bonegrinder Giant Giant Mangler Squigs Wyvern Doom Diver Catapult Goblin Bolt Throwa Goblin Rock Lobber Orc Bully"},"2788":{"id":"orc-and-goblin-tribes/magic-item-list/orc-and-goblin-tribes-magic-items","path":"orc-and-goblin-tribes/magic-item-list/orc-and-goblin-tribes-magic-items","title":"Orc & Goblin Tribes Magic Items","pathText":"orc and goblin tribes magic item list orc and goblin tribes magic items","type":"rule","body":"These magic items are unique to Orc & Goblin Tribes armies. These can be purchased by models within an Orc & Goblin Tribes army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Orc & Goblin Tribes Magic Items 'Eadbuttin' 'At* Armour of Mork Backstabber's Blade* Banner of the Wildz Battleaxe of the Last Big Waaagh! Big Boss 'At Bigger, Choppier Axe Buzgob's Knobbly Staff Da Akrit Axe Da Angry Ladz Flag Da Banner of Butchery Da Banner of Da Nomadz Da Choppiest Choppa Da Hag's Brew Da Spider Banner Da Thinkin' Orc's 'At Dead 'Ard Armour Effigy of Mork Fungus Wine* Glittering Wotnots Glowy Green Amulet Grisly Trophy Rack Guff's Windy Banner Idol of Gork Idol of Mork Martog's Best Basha Necklace of Blessed Teef Porko's Pigstikka Sparkly Wizard Finda Spiteful Shield Staff of Baduumm The Big Red Raggedy Flag The Collar of Zorga Trollhide Trousers Waaagh! Banner Wollopa's One Hit Wunda 'Eadbuttin' 'At* Armour of Mork Backstabber's Blade* Banner of the Wildz Battleaxe of the Last Big Waaagh! Big Boss 'At Bigger, Choppier Axe Buzgob's Knobbly Staff Da Akrit Axe Da Angry Ladz Flag Da Banner of Butchery Da Banner of Da Nomadz Da Choppiest Choppa Da Hag's Brew Da Spider Banner Da Thinkin' Orc's 'At Dead 'Ard Armour Effigy of Mork Fungus Wine* Glittering Wotnots Glowy Green Amulet Grisly Trophy Rack Guff's Windy Banner Idol of Gork Idol of Mork Martog's Best Basha Necklace of Blessed Teef Porko's Pigstikka Sparkly Wizard Finda Spiteful Shield Staff of Baduumm The Big Red Raggedy Flag The Collar of Zorga Trollhide Trousers Waaagh! Banner Wollopa's One Hit Wunda"},"2789":{"id":"orc-and-goblin-tribes/magic-item/armour-of-mork","path":"orc-and-goblin-tribes/magic-item/armour-of-mork","title":"Armour of Mork","pathText":"orc and goblin tribes magic item armour of mork","type":"magic-item","body":"This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2). Heavy Armour Magic Resistance (-X)"},"2790":{"id":"orc-and-goblin-tribes/magic-item/backstabbers-blade","path":"orc-and-goblin-tribes/magic-item/backstabbers-blade","title":"Backstabber's Blade*","pathText":"orc and goblin tribes magic item backstabbers blade","type":"magic-item","body":"Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe's back. Backstabber's Blade (Profile) Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy's flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy's rear arc, it may re-roll any failed rolls To Hit and To Wound. Magical Attacks"},"2791":{"id":"orc-and-goblin-tribes/magic-item/banner-of-the-wildz","path":"orc-and-goblin-tribes/magic-item/banner-of-the-wildz","title":"Banner of the Wildz","pathText":"orc and goblin tribes magic item banner of the wildz","type":"magic-item","body":"The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move Through Cover special rule. Move Through Cover"},"2792":{"id":"orc-and-goblin-tribes/magic-item/battleaxe-of-the-last-big-waaagh","path":"orc-and-goblin-tribes/magic-item/battleaxe-of-the-last-big-waaagh","title":"Battleaxe of the Last Big Waaagh!","pathText":"orc and goblin tribes magic item battleaxe of the last big waaagh","type":"magic-item","body":"Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! Battleaxe of the Last Big Waaagh! Extra Attacks (+D6) Magical Attacks Requires Two Hands Strike Last Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase. Extra Attacks (+X) Magical Attacks Requires Two Hands Strike Last Extra Attacks (+X) The Combat Phase"},"2793":{"id":"orc-and-goblin-tribes/magic-item/big-boss-at","path":"orc-and-goblin-tribes/magic-item/big-boss-at","title":"Big Boss 'At","pathText":"orc and goblin tribes magic item big boss at","type":"magic-item","body":"Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What's more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss 'At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule. Command Leadership Tests Start of Turn Unbreakable"},"2794":{"id":"orc-and-goblin-tribes/magic-item/bigger-choppier-axe","path":"orc-and-goblin-tribes/magic-item/bigger-choppier-axe","title":"Bigger, Choppier Axe","pathText":"orc and goblin tribes magic item bigger choppier axe","type":"magic-item","body":"While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! Bigger, Choppier Axe Killing Blow Magical Attacks Requires Two Hands Strike Last Killing Blow Magical Attacks Requires Two Hands Strike Last"},"2795":{"id":"orc-and-goblin-tribes/magic-item/bog-wood-staff","path":"orc-and-goblin-tribes/magic-item/bog-wood-staff","title":"Bog-wood Staff","pathText":"orc and goblin tribes magic item bog wood staff","type":"magic-item","body":"Bog-wood Staff Magical Attacks Requires Two Hands Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound. Magical Attacks Requires Two Hands"},"2796":{"id":"orc-and-goblin-tribes/magic-item/buzgobs-knobbly-staff","path":"orc-and-goblin-tribes/magic-item/buzgobs-knobbly-staff","title":"Buzgob's Knobbly Staff","pathText":"orc and goblin tribes magic item buzgobs knobbly staff","type":"magic-item","body":"The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob's Knobbly Staff may re-roll a Casting roll. Casting Roll, Casting Result & Casting Value"},"2797":{"id":"orc-and-goblin-tribes/magic-item/da-akrit-axe","path":"orc-and-goblin-tribes/magic-item/da-akrit-axe","title":"Da Akrit Axe","pathText":"orc and goblin tribes magic item da akrit axe","type":"magic-item","body":"In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy's most vulnerable spots. Da Akrit Axe Armour Bane (1) Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon's Strength modifier applies only against enemy models the wielder charged this turn. Armour Bane (X) Magical Attacks"},"2798":{"id":"orc-and-goblin-tribes/magic-item/da-angry-ladz-flag","path":"orc-and-goblin-tribes/magic-item/da-angry-ladz-flag","title":"Da Angry Ladz Flag","pathText":"orc and goblin tribes magic item da angry ladz flag","type":"magic-item","body":"Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule. Frenzy"},"2799":{"id":"orc-and-goblin-tribes/magic-item/da-banner-of-butchery","path":"orc-and-goblin-tribes/magic-item/da-banner-of-butchery","title":"Da Banner of Butchery","pathText":"orc and goblin tribes magic item da banner of butchery","type":"magic-item","body":"This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge."},"2800":{"id":"orc-and-goblin-tribes/magic-item/da-banner-of-da-nomadz","path":"orc-and-goblin-tribes/magic-item/da-banner-of-da-nomadz","title":"Da Banner of Da Nomadz","pathText":"orc and goblin tribes magic item da banner of da nomadz","type":"magic-item","body":"Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded. The Charge Move Flee! Pursuit"},"2801":{"id":"orc-and-goblin-tribes/magic-item/da-boss-trophy-rack","path":"orc-and-goblin-tribes/magic-item/da-boss-trophy-rack","title":"Da Boss' Trophy Rack","pathText":"orc and goblin tribes magic item da boss trophy rack","type":"magic-item","body":"Grisly trinkets swing from Kiknik's trophy rack, striking fear into his enemies' hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point. Fear Calculate Combat Result"},"2802":{"id":"orc-and-goblin-tribes/magic-item/da-choppiest-choppa","path":"orc-and-goblin-tribes/magic-item/da-choppiest-choppa","title":"Da Choppiest Choppa","pathText":"orc and goblin tribes magic item da choppiest choppa","type":"magic-item","body":"This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What's more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. Da Choppiest Choppa Magical Attacks Magical Attacks"},"2803":{"id":"orc-and-goblin-tribes/magic-item/da-hags-brew","path":"orc-and-goblin-tribes/magic-item/da-hags-brew","title":"Da Hag's Brew","pathText":"orc and goblin tribes magic item da hags brew","type":"magic-item","body":"Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag's Brew may know spells from the Lore of Troll Magic. The Lores of Magic Lore of Troll Magic"},"2804":{"id":"orc-and-goblin-tribes/magic-item/da-skull-smasha","path":"orc-and-goblin-tribes/magic-item/da-skull-smasha","title":"Da Skull Smasha","pathText":"orc and goblin tribes magic item da skull smasha","type":"magic-item","body":"Hammer Da Skull Smasha Hammer Armour Bane (2) Magical Attacks Pick Da Skull Smasha Pick Armour Bane (2) Magical Attacks Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use when his combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. Armour Bane (X) Magical Attacks Armour Bane (X) Magical Attacks Multiple Wounds (X)"},"2805":{"id":"orc-and-goblin-tribes/magic-item/da-spider-banner","path":"orc-and-goblin-tribes/magic-item/da-spider-banner","title":"Da Spider Banner","pathText":"orc and goblin tribes magic item da spider banner","type":"magic-item","body":"Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6. Poisoned Attacks"},"2806":{"id":"orc-and-goblin-tribes/magic-item/da-thinkin-orcs-at","path":"orc-and-goblin-tribes/magic-item/da-thinkin-orcs-at","title":"Da Thinkin' Orc's 'At","pathText":"orc and goblin tribes magic item da thinkin orcs at","type":"magic-item","body":"With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin' Orc's 'At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule. Impetuous"},"2807":{"id":"orc-and-goblin-tribes/magic-item/dead-ard-armour","path":"orc-and-goblin-tribes/magic-item/dead-ard-armour","title":"Dead 'Ard Armour","pathText":"orc and goblin tribes magic item dead ard armour","type":"magic-item","body":"This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is infantry, cavalry or chariot only. The Dead 'Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1. Infantry Cavalry Chariots Full Plate Armour"},"2808":{"id":"orc-and-goblin-tribes/magic-item/eadbuttin-at","path":"orc-and-goblin-tribes/magic-item/eadbuttin-at","title":"'Eadbuttin' 'At*","pathText":"orc and goblin tribes magic item eadbuttin at","type":"magic-item","body":"'Eadbuttin' contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. 0-1 per model. An 'Eadbuttin' 'At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2. Impact Hits (X) Armour Piercing"},"2809":{"id":"orc-and-goblin-tribes/magic-item/effigy-of-mork","path":"orc-and-goblin-tribes/magic-item/effigy-of-mork","title":"Effigy of Mork","pathText":"orc and goblin tribes magic item effigy of mork","type":"magic-item","body":"Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"2810":{"id":"orc-and-goblin-tribes/magic-item/fungus-wine","path":"orc-and-goblin-tribes/magic-item/fungus-wine","title":"Fungus Wine*","pathText":"orc and goblin tribes magic item fungus wine","type":"magic-item","body":"Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune To Psychology special rule. Command Leadership Tests Start of Turn Immune to Psychology"},"2811":{"id":"orc-and-goblin-tribes/magic-item/glittering-wotnots","path":"orc-and-goblin-tribes/magic-item/glittering-wotnots","title":"Glittering Wotnots","pathText":"orc and goblin tribes magic item glittering wotnots","type":"magic-item","body":"Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman's staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt. Wizardly Dispel"},"2812":{"id":"orc-and-goblin-tribes/magic-item/glowy-green-amulet","path":"orc-and-goblin-tribes/magic-item/glowy-green-amulet","title":"Glowy Green Amulet","pathText":"orc and goblin tribes magic item glowy green amulet","type":"magic-item","body":"This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation. Wizardly Dispel Perfect Invocations"},"2813":{"id":"orc-and-goblin-tribes/magic-item/grisly-trophy-rack","path":"orc-and-goblin-tribes/magic-item/grisly-trophy-rack","title":"Grisly Trophy Rack","pathText":"orc and goblin tribes magic item grisly trophy rack","type":"magic-item","body":"Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss' blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6\" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2)."},"2814":{"id":"orc-and-goblin-tribes/magic-item/guffs-windy-banner","path":"orc-and-goblin-tribes/magic-item/guffs-windy-banner","title":"Guff's Windy Banner","pathText":"orc and goblin tribes magic item guffs windy banner","type":"magic-item","body":"The banner of Guff's Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff's Windy Banner may re-roll any failed Panic test. Panic Tests"},"2815":{"id":"orc-and-goblin-tribes/magic-item/idol-of-gork","path":"orc-and-goblin-tribes/magic-item/idol-of-gork","title":"Idol of Gork","pathText":"orc and goblin tribes magic item idol of gork","type":"magic-item","body":"Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin' their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3\". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll. Casting Roll, Casting Result & Casting Value"},"2816":{"id":"orc-and-goblin-tribes/magic-item/idol-of-mork","path":"orc-and-goblin-tribes/magic-item/idol-of-mork","title":"Idol of Mork","pathText":"orc and goblin tribes magic item idol of mork","type":"magic-item","body":"On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3\". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll. Wizardly Dispel Dispel Roll & Dispel Result"},"2817":{"id":"orc-and-goblin-tribes/magic-item/martogs-best-basha","path":"orc-and-goblin-tribes/magic-item/martogs-best-basha","title":"Martog's Best Basha","pathText":"orc and goblin tribes magic item martogs best basha","type":"magic-item","body":"Warboss Martog the Mauler was renowned for his vast collection of 'legitimately acquired' weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog's acquisition of the weapon) plenty of Dwarfen blood. Martog's Best Basha Magical Attacks Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics. Magical Attacks Requires Two Hands"},"2818":{"id":"orc-and-goblin-tribes/magic-item/necklace-of-blessed-teef","path":"orc-and-goblin-tribes/magic-item/necklace-of-blessed-teef","title":"Necklace of Blessed Teef","pathText":"orc and goblin tribes magic item necklace of blessed teef","type":"magic-item","body":"Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1. Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"2819":{"id":"orc-and-goblin-tribes/magic-item/porkos-pigstikka","path":"orc-and-goblin-tribes/magic-item/porkos-pigstikka","title":"Porko's Pigstikka","pathText":"orc and goblin tribes magic item porkos pigstikka","type":"magic-item","body":"Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. Porko’s Pigstikka Armour Bane (1) Magical Attacks Notes: Models whose troop type is cavalry, monster or chariot only. This weapon's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has. Armour Bane (X) Magical Attacks Cavalry Monsters Chariots Armour Piercing"},"2820":{"id":"orc-and-goblin-tribes/magic-item/sparkly-wizard-finda","path":"orc-and-goblin-tribes/magic-item/sparkly-wizard-finda","title":"Sparkly Wizard Finda","pathText":"orc and goblin tribes magic item sparkly wizard finda","type":"magic-item","body":"Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules. Magic Resistance (-X) Hatred (X)"},"2821":{"id":"orc-and-goblin-tribes/magic-item/spiteful-shield","path":"orc-and-goblin-tribes/magic-item/spiteful-shield","title":"Spiteful Shield","pathText":"orc and goblin tribes magic item spiteful shield","type":"magic-item","body":"Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -. Shield The Combat Phase Armour Piercing"},"2822":{"id":"orc-and-goblin-tribes/magic-item/staff-of-baduumm","path":"orc-and-goblin-tribes/magic-item/staff-of-baduumm","title":"Staff of Baduumm","pathText":"orc and goblin tribes magic item staff of baduumm","type":"magic-item","body":"Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5\" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item's effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll. Casting Roll, Casting Result & Casting Value Armour Piercing"},"2823":{"id":"orc-and-goblin-tribes/magic-item/the-big-red-raggedy-flag","path":"orc-and-goblin-tribes/magic-item/the-big-red-raggedy-flag","title":"The Big Red Raggedy Flag","pathText":"orc and goblin tribes magic item the big red raggedy flag","type":"magic-item","body":"This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point."},"2824":{"id":"orc-and-goblin-tribes/magic-item/the-collar-of-zorga","path":"orc-and-goblin-tribes/magic-item/the-collar-of-zorga","title":"The Collar of Zorga","pathText":"orc and goblin tribes magic item the collar of zorga","type":"magic-item","body":"Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy 'beast of burden' that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is cavalry, the beast(s) that draw any model whose troop type is chariot, and the mount of any mounted character whose troop type is monster. Cavalry Chariots Monsters"},"2825":{"id":"orc-and-goblin-tribes/magic-item/trollhide-shawl","path":"orc-and-goblin-tribes/magic-item/trollhide-shawl","title":"Trollhide Shawl","pathText":"orc and goblin tribes magic item trollhide shawl","type":"magic-item","body":"Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules. Armour Value Regeneration (X+) Flammable"},"2826":{"id":"orc-and-goblin-tribes/magic-item/trollhide-trousers","path":"orc-and-goblin-tribes/magic-item/trollhide-trousers","title":"Trollhide Trousers","pathText":"orc and goblin tribes magic item trollhide trousers","type":"magic-item","body":"Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule. Armour Value Regeneration (X+)"},"2827":{"id":"orc-and-goblin-tribes/magic-item/waaagh-banner","path":"orc-and-goblin-tribes/magic-item/waaagh-banner","title":"Waaagh! Banner","pathText":"orc and goblin tribes magic item waaagh banner","type":"magic-item","body":"Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a +D3 modifier to the result. The Charge Move"},"2828":{"id":"orc-and-goblin-tribes/magic-item/wollopas-one-hit-wunda","path":"orc-and-goblin-tribes/magic-item/wollopas-one-hit-wunda","title":"Wollopa's One Hit Wunda","pathText":"orc and goblin tribes magic item wollopas one hit wunda","type":"magic-item","body":"The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. Wollopa’s One Hit Wunda Magical Attacks Strike First Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule. Magical Attacks Strike First Magical Attacks"},"2829":{"id":"orc-and-goblin-tribes/magic-lore/lore-of-gork","path":"orc-and-goblin-tribes/magic-lore/lore-of-gork","title":"Lore of Gork","pathText":"orc and goblin tribes magic lore lore of gork","type":"magic-lore","body":"Lore of Gork Brain Bursta Signature Spell Gaze of Gork Signature Spell Brain Bursta Gaze of Gork"},"2830":{"id":"orc-and-goblin-tribes/magic-lore/lore-of-mork","path":"orc-and-goblin-tribes/magic-lore/lore-of-mork","title":"Lore of Mork","pathText":"orc and goblin tribes magic lore lore of mork","type":"magic-lore","body":"Lore of Mork Mork’s Curse Signature Spell Itchy Nuisance Signature Spell Mork’s Curse Itchy Nuisance"},"2831":{"id":"orc-and-goblin-tribes/magic-lore/lore-of-troll-magic","path":"orc-and-goblin-tribes/magic-lore/lore-of-troll-magic","title":"Lore of Troll Magic","pathText":"orc and goblin tribes magic lore lore of troll magic","type":"magic-lore","body":"Lore of Troll Magic Big Smartz Signature Spell Acidic Bile 1 Troll Brainz 2 Ravenous Recourse 3 Foetid Whirlpool 4 Torrent of Filth 5 Rapid Regeneration 6 Big Smartz Acidic Bile Troll Brainz Ravenous Recourse Foetid Whirlpool Torrent of Filth Rapid Regeneration"},"2832":{"id":"orc-and-goblin-tribes/rule/all-sneaky-like","path":"orc-and-goblin-tribes/rule/all-sneaky-like","title":"All Sneaky Like","pathText":"orc and goblin tribes rule all sneaky like","type":"rule","body":"Kiknik's packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed. Ambushers"},"2833":{"id":"orc-and-goblin-tribes/rule/big-stabbas","path":"orc-and-goblin-tribes/rule/big-stabbas","title":"Big Stabbas","pathText":"orc and goblin tribes rule big stabbas","type":"rule","body":"Some Orcs craft huge spears for hunting great beasts. When hurled from the ranks of a charging mob, these oversized weapons can do tremendous damage. A unit with Big Stabbas has the Impact Hits (D3) special rule. Note that this special rule applies to the unit as a whole, not to the individual models within it. Impact Hits (X)"},"2834":{"id":"orc-and-goblin-tribes/rule/big-uns","path":"orc-and-goblin-tribes/rule/big-uns","title":"Big 'Uns","pathText":"orc and goblin tribes rule big uns","type":"rule","body":"The biggest, strongest and fightiest Orcs band together into mobs accurately, if unimaginatively, called Big 'Uns. When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic, and gains the Armour Bane (1) special rule. Armour Bane (X)"},"2835":{"id":"orc-and-goblin-tribes/rule/bonegrinder-giant-attacks","path":"orc-and-goblin-tribes/rule/bonegrinder-giant-attacks","title":"Bonegrinder Giant Attacks","pathText":"orc and goblin tribes rule bonegrinder giant attacks","type":"rule","body":"Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a 'Bonegrinder Giant Attack'. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a 'little thing', a 'big thing' or a 'bigger thing': Little Things: Units whose Troop Type is regular infantry, heavy infantry, swarms, light cavalry, heavy cavalry or war beasts. Big Things: Units whose Troop Type is monstrous infantry, monstrous cavalry, light chariot or war machine. Bigger Things: Units whose Troop Type is heavy chariot, monstrous creature or behemoth. D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing 'Eadbutt Regular Infantry Heavy Infantry Swarms Light Cavalry Heavy Cavalry War Beasts Monstrous Infantry Monstrous Cavalry Light Chariots War Machines Heavy Chariots Monstrous Creatures Behemoths Crush Underfoot Crush Underfoot Wallop Grind its Bones Vomit Mighty Swing (Bonegrinder Giant) Vomit Mighty Swing (Bonegrinder Giant) 'Eadbutt (Bonegrinder Giant)"},"2836":{"id":"orc-and-goblin-tribes/rule/bully","path":"orc-and-goblin-tribes/rule/bully","title":"Bully","pathText":"orc and goblin tribes rule bully","type":"rule","body":"Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can't rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model's Leadership instead of their own. Command Range"},"2837":{"id":"orc-and-goblin-tribes/rule/choppas","path":"orc-and-goblin-tribes/rule/choppas","title":"Choppas","pathText":"orc and goblin tribes rule choppas","type":"rule","body":"Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model's mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply. Armour Piercing"},"2838":{"id":"orc-and-goblin-tribes/rule/crush-underfoot","path":"orc-and-goblin-tribes/rule/crush-underfoot","title":"Crush Underfoot","pathText":"orc and goblin tribes rule crush underfoot","type":"rule","body":"The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. Armour Piercing"},"2839":{"id":"orc-and-goblin-tribes/rule/cunning-hunters","path":"orc-and-goblin-tribes/rule/cunning-hunters","title":"Cunning Hunters","pathText":"orc and goblin tribes rule cunning hunters","type":"rule","body":"The Wolf Riders who hunt alongside a Nomadic Waaagh! have learned to encircle the enemy before the battle begins and launch their attacks from all sides. Within a Nomadic Waaagh! army, any number of Goblin Wolf Rider Mobs may have the Ambushers special rule at the cost of +1 point per model. In addition, Goblin Bosses and Goblin Shamans that are mounted on a Giant Wolf may have the Ambushers special rule at the cost of +10 points per model. Nomadic Waaagh! Ambushers"},"2840":{"id":"orc-and-goblin-tribes/rule/da-boyz","path":"orc-and-goblin-tribes/rule/da-boyz","title":"Da Boyz","pathText":"orc and goblin tribes rule da boyz","type":"rule","body":"Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob."},"2841":{"id":"orc-and-goblin-tribes/rule/da-troll-calla","path":"orc-and-goblin-tribes/rule/da-troll-calla","title":"Da Troll Calla","pathText":"orc and goblin tribes rule da troll calla","type":"rule","body":"The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz's Command range may use his Leadership characteristic instead of their own."},"2842":{"id":"orc-and-goblin-tribes/rule/eadbutt-bonegrinder-giant","path":"orc-and-goblin-tribes/rule/eadbutt-bonegrinder-giant","title":"'Eadbutt (Bonegrinder Giant)","pathText":"orc and goblin tribes rule eadbutt bonegrinder giant","type":"rule","body":"The Bonegrinder Giant squints angrily at their enemy and 'eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"2843":{"id":"orc-and-goblin-tribes/rule/enhanced-regeneration","path":"orc-and-goblin-tribes/rule/enhanced-regeneration","title":"Enhanced Regeneration","pathText":"orc and goblin tribes rule enhanced regeneration","type":"rule","body":"With so many Trolls in one place, their regenerative properties seem to be in overdrive, slowed only by scorching flame, potent magic and legendary weapons. Models with the Regeneration (X+) special rule within a Troll Horde army may re-roll any failed Regeneration saves against Wounds caused by non-magical attacks. Regeneration (X+)"},"2844":{"id":"orc-and-goblin-tribes/rule/fear-of-elves","path":"orc-and-goblin-tribes/rule/fear-of-elves","title":"Fear of Elves","pathText":"orc and goblin tribes rule fear of elves","type":"rule","body":"Goblins don't like Elves. They smell of soap, they walk funny and they're too tall. Elves of any type cause Fear in models with this special rule. Fear"},"2845":{"id":"orc-and-goblin-tribes/rule/grind-its-bones","path":"orc-and-goblin-tribes/rule/grind-its-bones","title":"Grind its Bones","pathText":"orc and goblin tribes rule grind its bones","type":"rule","body":"Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. Those able to duck or dodge away from the Bonegrinder Giant's grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a \"Look Out, Sir!\" roll, as if their unit had been hit by a shooting attack. \"Look Out, Sir!\" (Characters)"},"2846":{"id":"orc-and-goblin-tribes/rule/hit-em-fast-and-hit-em-ard","path":"orc-and-goblin-tribes/rule/hit-em-fast-and-hit-em-ard","title":"Hit 'em Fast and Hit 'em 'Ard!","pathText":"orc and goblin tribes rule hit em fast and hit em ard","type":"rule","body":"Boar Boyz are renowned for their hitting power, but those who spend a lifetime in the saddle know best how to hit the enemy where it hurts. Within a Nomadic Waaagh! army, any Orc model that is mounted on a War Boar (Black Orc Bosses, Orc Bosses, Orc Shamans and Orc Boar Boyz) gains the Impact Hits (1) special rule. These Impact Hits are made using the Strength characteristic of the War Boar and have an Armour Piercing characteristic of -1. In addition, 0-1 Orc Boar Boyz Mob per 1,000 points may have the Vanguard special rule for +1 point per model. Nomadic Waaagh! Impact Hits (X) Armour Piercing Vanguard"},"2847":{"id":"orc-and-goblin-tribes/rule/hunting-packs","path":"orc-and-goblin-tribes/rule/hunting-packs","title":"Hunting Packs","pathText":"orc and goblin tribes rule hunting packs","type":"rule","body":"Though traditionally employed as skirmishers, some Wolf Rider mobs amass in larger numbers, allowing their wolves to get up close and personal with their prey. Any Goblin Wolf Rider Mob within a Nomadic Waaagh! army may exchange the Open Order and Skirmishers special rules with the Close Order and Horde special rules. Nomadic Waaagh! Open Order Formation Skirmish Formation Close Order Horde"},"2848":{"id":"orc-and-goblin-tribes/rule/ignore-goblin-panic","path":"orc-and-goblin-tribes/rule/ignore-goblin-panic","title":"Ignore Goblin Panic","pathText":"orc and goblin tribes rule ignore goblin panic","type":"rule","body":"Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6\" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit. Loser Breaks & Flees Panic Tests"},"2849":{"id":"orc-and-goblin-tribes/rule/ignore-panic","path":"orc-and-goblin-tribes/rule/ignore-panic","title":"Ignore Panic","pathText":"orc and goblin tribes rule ignore panic","type":"rule","body":"Black Orcs don't expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6\" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule. Panic Tests Loser Breaks & Flees"},"2850":{"id":"orc-and-goblin-tribes/rule/indiscriminate-hunger","path":"orc-and-goblin-tribes/rule/indiscriminate-hunger","title":"Indiscriminate Hunger","pathText":"orc and goblin tribes rule indiscriminate hunger","type":"rule","body":"A Troll Hag's appetite is both ravenous and indiscriminate. In battle, they will scoop up handfuls of enemy warriors or bite chunks of flesh from hulking monsters. During the Command sub-phase of its turn, a Troll Hag that is engaged in combat may choose to make an 'Indiscriminate Hunger' attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with. The unit must immediately make an Initiative test: If this test is failed, the Troll Hag scoops warriors into her gaping maw or sinks her filthy fangs into the flesh of a monster. The target unit immediately loses a single Wound. If this test is passed, the enemy manages to avoid the grasping Troll Hag. This attack has no effect. Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound. Command"},"2851":{"id":"orc-and-goblin-tribes/rule/it-and-run","path":"orc-and-goblin-tribes/rule/it-and-run","title":"'It & Run","pathText":"orc and goblin tribes rule it and run","type":"rule","body":"With a barked command from their leader, Kiknik's riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move. Fall Back in Good Order"},"2852":{"id":"orc-and-goblin-tribes/rule/ker-splat","path":"orc-and-goblin-tribes/rule/ker-splat","title":"Ker-splat","pathText":"orc and goblin tribes rule ker splat","type":"rule","body":"Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain. Difficult Terrain Dangerous Terrain"},"2853":{"id":"orc-and-goblin-tribes/rule/mighty-swing-bonegrinder-giant","path":"orc-and-goblin-tribes/rule/mighty-swing-bonegrinder-giant","title":"Mighty Swing (Bonegrinder Giant)","pathText":"orc and goblin tribes rule mighty swing bonegrinder giant","type":"rule","body":"The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant's club. For this attack, the Bonegrinder Giant's club has a Strength characteristic of S+1 and an AP of -2. Armour Piercing"},"2854":{"id":"orc-and-goblin-tribes/rule/mob-rule","path":"orc-and-goblin-tribes/rule/mob-rule","title":"Mob Rule","pathText":"orc and goblin tribes rule mob rule","type":"rule","body":"Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit's Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Unit Strength Casting Roll, Casting Result & Casting Value"},"2855":{"id":"orc-and-goblin-tribes/rule/motherly-love","path":"orc-and-goblin-tribes/rule/motherly-love","title":"Motherly Love","pathText":"orc and goblin tribes rule motherly love","type":"rule","body":"Troll Hags are affectionate creatures, prone to treating enemies as wayward children in need of guidance or affection. Unfortunately, few creatures are able to withstand such treatment for long. Instead of attacking normally during the Combat phase, a Troll Hag may choose to make a 'Motherly Love' attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with to be the target of the attack and roll on the Motherly Love table below to determine what the Troll Hag does: D6 Result 1-2 Smother: The Troll Hag throws her massive arms around the foe in a terrible embrace. Place a large (5\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mother: The Troll Hag chastises her foe as if it were a wayward offspring. Nominate a single model in the fighting rank of the target unit to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 5-6 Mither: The Troll Hag bombards the enemy with a tirade of slaps and a torrent of unintelligible Trollish invective. The target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). In addition, so shocked is the target unit that, until the end of this turn, it suffers a -1 modifier to its Leadership characteristic. The Combat Phase Armour Piercing Make Armour Saves (Combat) Regeneration (X+) Ward Saves Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"2856":{"id":"orc-and-goblin-tribes/rule/netters","path":"orc-and-goblin-tribes/rule/netters","title":"Netters","pathText":"orc and goblin tribes rule netters","type":"rule","body":"In dark underground tunnels, Night Goblins throw nets to entangle their prey. When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat subphase, it may attempt to 'entangle' one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1). Note that this modifier is not cumulative. Choose & Fight Combat The Combat Phase"},"2857":{"id":"orc-and-goblin-tribes/rule/oi-dis-way","path":"orc-and-goblin-tribes/rule/oi-dis-way","title":"Oi! Dis Way!","pathText":"orc and goblin tribes rule oi dis way","type":"rule","body":"To put it kindly, Trolls are remarkably unencumbered by intellect. However, when someone with an authoritative voice gives them simple instructions, they are incredibly effective shock troops, capable of tearing a man limb from limb. Unless the character is fleeing, friendly Troll Mobs within a Troll Horde army that are within the Command range of an Orc Shaman, Goblin Shaman or Troll Hag can use the Leadership characteristic of that character instead of their own. Troll Horde Command Range"},"2858":{"id":"orc-and-goblin-tribes/rule/on-da-move","path":"orc-and-goblin-tribes/rule/on-da-move","title":"On Da Move","pathText":"orc and goblin tribes rule on da move","type":"rule","body":"Those in a nomadic Waaagh! who find themselves without a mount are not only mocked by their mounted brethren, but risk being left behind when the Waaagh! races off to raid elsewhere. All characters within a Nomadic Waaagh! army must be mounted. Nomadic Waaagh!"},"2859":{"id":"orc-and-goblin-tribes/rule/protect-da-boss","path":"orc-and-goblin-tribes/rule/protect-da-boss","title":"Protect Da Boss","pathText":"orc and goblin tribes rule protect da boss","type":"rule","body":"The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3\" of a friendly Troll Mob, unless this model is the closest target."},"2860":{"id":"orc-and-goblin-tribes/rule/quell-impetuosity","path":"orc-and-goblin-tribes/rule/quell-impetuosity","title":"Quell Impetuosity","pathText":"orc and goblin tribes rule quell impetuosity","type":"rule","body":"Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6\" of a unit with this special rule, a friendly Impetuous unit may re-roll a failed Leadership test when testing to determine if it must declare a charge or act as normal. Impetuous"},"2861":{"id":"orc-and-goblin-tribes/rule/release-the-fanatics","path":"orc-and-goblin-tribes/rule/release-the-fanatics","title":"Release the Fanatics!","pathText":"orc and goblin tribes rule release the fanatics","type":"rule","body":"As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as 'concealing' units. Unless it is fleeing or in Marching Column, a concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3\" of its concealing unit and not touching the bases of any other models. Fanatic Movement During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6\" in a direction chosen by its controlling player. During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6\" in a random direction. If a Fanatic's movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models. Note that, unlike other models, Fanatics ignore the 1\" rule. Moving Through a Fanatic Although dangerous, any unit may move through a Fanatic. Should a unit ever end its move 'on top' of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models. Death of a Fanatic Enemy units cannot charge a Fanatic, or otherwise attempt to engage a Fanatic in combat. However, a Fanatic can be targeted by enemy shooting as if it were a lone character. If a Fanatic finds itself lying fully or partially underneath a template, it risks being hit as normal. Should a Fanatic move into another Fanatic, they become entangled in one another’s chains and both are removed as casualties. If any natural double is rolled for a Fanatic’s movement, or if it moves into contact with any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a terminal stop, and is removed as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are also removed as casualties. Marching Column Start of Turn Compulsory Moves Targeting Lone Characters Difficult Terrain Dangerous Terrain Impassable Terrain Low & High Linear Obstacles"},"2862":{"id":"orc-and-goblin-tribes/rule/skulking-menace","path":"orc-and-goblin-tribes/rule/skulking-menace","title":"Skulking Menace","pathText":"orc and goblin tribes rule skulking menace","type":"rule","body":"Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as 'concealing' units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties. Choose & Fight Combat"},"2863":{"id":"orc-and-goblin-tribes/rule/slimy-shanks","path":"orc-and-goblin-tribes/rule/slimy-shanks","title":"Slimy Shanks","pathText":"orc and goblin tribes rule slimy shanks","type":"rule","body":"The thick coating of swamp slime covering the Troll Hag's body makes landing a blow upon her exceedingly difficult. Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"2864":{"id":"orc-and-goblin-tribes/rule/solitary-fighters","path":"orc-and-goblin-tribes/rule/solitary-fighters","title":"Solitary Fighters","pathText":"orc and goblin tribes rule solitary fighters","type":"rule","body":"Mounted atop chariots liberated from weaker Orcs, many Black Orcs discover a new love for crumpin' the enemy whilst careening around the battlefield! Black Orc Bosses within a Nomadic Waaagh! army are not subject to the Da Boyz or Quell Impetuosity special rules. Nomadic Waaagh! Da Boyz Quell Impetuosity"},"2865":{"id":"orc-and-goblin-tribes/rule/spiked-ball-and-chains","path":"orc-and-goblin-tribes/rule/spiked-ball-and-chains","title":"Spiked Ball & Chains","pathText":"orc and goblin tribes rule spiked ball and chains","type":"rule","body":"Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3. Impact Hits (X) Armour Piercing"},"2866":{"id":"orc-and-goblin-tribes/rule/squigs-go-wild","path":"orc-and-goblin-tribes/rule/squigs-go-wild","title":"Squigs Go Wild","pathText":"orc and goblin tribes rule squigs go wild","type":"rule","body":"A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flees from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6\" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play. Loser Breaks & Flees Armour Piercing"},"2867":{"id":"orc-and-goblin-tribes/rule/syphoned-strength","path":"orc-and-goblin-tribes/rule/syphoned-strength","title":"Syphoned Strength","pathText":"orc and goblin tribes rule syphoned strength","type":"rule","body":"Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3\" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes. Unit Strength Casting Roll, Casting Result & Casting Value"},"2868":{"id":"orc-and-goblin-tribes/rule/troll-tongue","path":"orc-and-goblin-tribes/rule/troll-tongue","title":"Troll Tongue","pathText":"orc and goblin tribes rule troll tongue","type":"rule","body":"Though Troll Magic is a near-forgotten craft, some amongst the Orc and Goblin tribes have learned these arcane secrets from the grotesque Troll Hags. In addition to the Lores of Magic they may normally know spells from, Orc Shamans and Goblin Shamans within a Troll Horde army may know spells from the Lore of Troll Magic. Lore of Troll Magic"},"2869":{"id":"orc-and-goblin-tribes/rule/tusker-charge","path":"orc-and-goblin-tribes/rule/tusker-charge","title":"Tusker Charge","pathText":"orc and goblin tribes rule tusker charge","type":"rule","body":"A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar's Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew. Armour Piercing"},"2870":{"id":"orc-and-goblin-tribes/rule/vomit","path":"orc-and-goblin-tribes/rule/vomit","title":"Vomit","pathText":"orc and goblin tribes rule vomit","type":"rule","body":"Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model's base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Armour Piercing"},"2871":{"id":"orc-and-goblin-tribes/rule/waaagh","path":"orc-and-goblin-tribes/rule/waaagh","title":"Waaagh!","pathText":"orc and goblin tribes rule waaagh","type":"rule","body":"The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative. Command Leadership Tests"},"2872":{"id":"orc-and-goblin-tribes/rule/wallop","path":"orc-and-goblin-tribes/rule/wallop","title":"Wallop","pathText":"orc and goblin tribes rule wallop","type":"rule","body":"The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant's club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule. Armour Piercing Multiple Wounds (X)"},"2873":{"id":"orc-and-goblin-tribes/rule/warpaint","path":"orc-and-goblin-tribes/rule/warpaint","title":"Warpaint","pathText":"orc and goblin tribes rule warpaint","type":"rule","body":"Some superstitious Orcs adorn their bodies with charms and warpaint to protect them from harm. Such is their faith in these measures that they actually seem to work! Warpaint gives its wearer a 6+ Ward save against any wounds suffered. However, a model with this special rule can never wear armour of any sort (though they may carry a shield). Ward Saves Shield"},"2874":{"id":"orc-and-goblin-tribes/spell/acidic-bile","path":"orc-and-goblin-tribes/spell/acidic-bile","title":"Acidic Bile","pathText":"orc and goblin tribes spell acidic bile","type":"spell","body":"Spitting a guttural incantation, the caster launches a ball of sickly green and yellow Troll vomit toward the enemy, scorching flesh and dissolving armour. Type Magic Missile Casting Value 8+ Range 18\" Place a small (3\") blast template so that its central hole is directly over the centre of the target enemy unit. Once placed, the template will scatter D3+1\". Any enemy model whose base lies underneath the template's final position risks being hit and suffering a Strength 3 hit with an AP of -2. Magic Missiles Templates Armour Piercing"},"2875":{"id":"orc-and-goblin-tribes/spell/big-smartz","path":"orc-and-goblin-tribes/spell/big-smartz","title":"Big Smartz","pathText":"orc and goblin tribes spell big smartz","type":"spell","body":"Gesturing lazily with a crooked staff, the caster enhances and sharpens the minds of those nearby, giving them a clearer look upon the world. Type Enchantment Casting Value 8+ Range Self Remains in Play. Whilst this spell is in play, friendly units within the Command range of this model may re-roll any failed Stupidity tests. Additionally, if a friendly unit within the Command range of this model when this spell is cast failed its Stupidity test during the Start of Turn sub-phase of the same turn, it may immediately make this test again. Enchantment Range 'Self' Spells Remains in Play Command Range Stupidity Start of Turn"},"2876":{"id":"orc-and-goblin-tribes/spell/brain-bursta","path":"orc-and-goblin-tribes/spell/brain-bursta","title":"Brain Bursta","pathText":"orc and goblin tribes spell brain bursta","type":"spell","body":"Channelling the violence of their peers, the Shaman projects it against their enemies in a brain-bursting wave. Type Assailment Casting Value 9+ Range Combat A single enemy model the caster is engaged in combat with suffers a single Strength 6 hit with the Multiple Wounds (D3) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Assailment Multiple Wounds (X) Regeneration (X+) Ward Saves"},"2877":{"id":"orc-and-goblin-tribes/spell/foetid-whirlpool","path":"orc-and-goblin-tribes/spell/foetid-whirlpool","title":"Foetid Whirlpool","pathText":"orc and goblin tribes spell foetid whirlpool","type":"spell","body":"A deluge of foul swamp water and unmentionable waste is spun into a swirling tornado and unleashed onto the battlefield. Type Magical Vortex Casting Value 9+ Range 18\" Remains in Play. Place a small (3\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers D3+3 Strength 4 hits, each with an AP of -3. Magical Vortex Remains in Play Templates Difficult Terrain Start of Turn"},"2878":{"id":"orc-and-goblin-tribes/spell/gaze-of-gork","path":"orc-and-goblin-tribes/spell/gaze-of-gork","title":"Gaze of Gork","pathText":"orc and goblin tribes spell gaze of gork","type":"spell","body":"Gork gives the Shaman the ability to project beams of coruscating energy from their eyes, burning massive holes through everything they look at. Type Magic Missile Casting Value 9+ Range 5D6\" Draw a straight line, 5D6\" in length, from the caster’s base edge. Any model (friend or foe) whose base falls under this line suffers a Strength 5 hit, with an AP of -3. Magic Missiles Armour Piercing"},"2879":{"id":"orc-and-goblin-tribes/spell/itchy-nuisance","path":"orc-and-goblin-tribes/spell/itchy-nuisance","title":"Itchy Nuisance","pathText":"orc and goblin tribes spell itchy nuisance","type":"spell","body":"The Shaman begins vigorously scratching and cackling maniacally, their antics causing their enemies to feel uncomfortably hot and itchy. Type Hex Casting Value 9+ Range 15\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -D3 modifier to its Toughness and Initiative characteristics (to a minimum of 1). Hex Start of Turn"},"2880":{"id":"orc-and-goblin-tribes/spell/morks-curse","path":"orc-and-goblin-tribes/spell/morks-curse","title":"Mork’s Curse","pathText":"orc and goblin tribes spell morks curse","type":"spell","body":"The Shaman points a bony finger at the enemy and utters a curse. Almost immediately, buckles begin to break and rivets pop, causing armour plates to slip. Type Hex Casting Value 7+ Range 18\" Remains in Play. Whilst this spell is in play, the target enemy unit must re-roll any Armour Save roll of a natural 6. Hex Remains in Play Make Armour Saves (Combat)"},"2881":{"id":"orc-and-goblin-tribes/spell/rapid-regeneration","path":"orc-and-goblin-tribes/spell/rapid-regeneration","title":"Rapid Regeneration","pathText":"orc and goblin tribes spell rapid regeneration","type":"spell","body":"Drawing on the regenerative properties of theTrolls, the caster channels that enhanced healing towards those in harm's way. Type Enchantment Casting Value 8+ Range 12\" Until the end of your next Start of Turn sub-phase, the target friendly unit gains the Flammable and Regeneration (5+) special rules. Enchantment Start of Turn Flammable Regeneration (X+)"},"2882":{"id":"orc-and-goblin-tribes/spell/ravenous-recourse","path":"orc-and-goblin-tribes/spell/ravenous-recourse","title":"Ravenous Recourse","pathText":"orc and goblin tribes spell ravenous recourse","type":"spell","body":"Through arcane means or by simply being reminded how hungry they are, the assembled Trolls race forward with a sudden burst of vigour. Type Conveyance Casting Value 8+ Range Self Until the end of this turn, all friendly units that have the Stupidity special rule and are within 12\" of the caster gain a +2 modifier to their Movement characteristic. Conveyance Range 'Self' Spells Stupidity"},"2883":{"id":"orc-and-goblin-tribes/spell/torrent-of-filth","path":"orc-and-goblin-tribes/spell/torrent-of-filth","title":"Torrent of Filth","pathText":"orc and goblin tribes spell torrent of filth","type":"spell","body":"With an almighty belch, the caster heaves a stream of burning bile across their foes as the battlelines clash. Type Assailment Casting Value 7+ Range Combat Place a flame template so that the narrow end touches the caster's base edge and the broad end is over a unit they are engaged in combat with. Any model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -2. Assailment Armour Piercing"},"2884":{"id":"orc-and-goblin-tribes/spell/troll-brainz","path":"orc-and-goblin-tribes/spell/troll-brainz","title":"Troll Brainz","pathText":"orc and goblin tribes spell troll brainz","type":"spell","body":"Under the beguiling influence of this crude magic, even the most experienced warriors can quickly find themselves hopelessly confused and at a loss for what to do. Type Hex Casting Value 9+ Range 15\" Remains in Play. Whilst this spell is in play, the target enemy unit becomes subject to the Stupidity special rule and reduces their Leadership characteristic by 1. Hex Remains in Play Stupidity"},"2885":{"id":"orc-and-goblin-tribes/unit/arachnarok-spider","path":"orc-and-goblin-tribes/unit/arachnarok-spider","title":"Arachnarok Spider","pathText":"orc and goblin tribes unit arachnarok spider","type":"unit","body":"Arachnarok Spider Goblin Crew (x8) Cost 310 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Type Arachnarok Spiders Troop Type Behemoth Unit Category Monster Equipment Arachnarok Spider: Poisonous fangs (counts as a hand weapon) and venom surge Goblin Crew: Hand weapons, cavalry spears and shortbows Special Rules Close Order Howdah Immune to Psychology Large Target Move Through Cover Poisoned Attacks Stomp Attacks (D6) Stubborn Swiftstride Terror Options May take a spidersilk lobber (+35 points) Optional Rules Spidersilk Lobber An Arachnarok Spider may be included in your army as a character's mount. If so, its points are added to that of its rider. Note that, because it has the Howdah special rule (and its own crew, which the character joins), an Arachnarok Spider is considered to be a chariot mount, rather than a ridden monster. Arachnarok Spiders Behemoths Monsters Hand Weapon Venom Surge Hand Weapon Cavalry Spear Shortbow Close Order Close Order Howdah Howdah Immune to Psychology Immune to Psychology Large Target Large Target Move Through Cover Move Through Cover Poisoned Attacks Poisoned Attacks Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Swiftstride Swiftstride Terror Terror Spidersilk Lobber Spidersilk Lobber Spidersilk Lobber"},"2886":{"id":"orc-and-goblin-tribes/unit/badlands-ogre-bulls","path":"orc-and-goblin-tribes/unit/badlands-ogre-bulls","title":"Badlands Ogre Bulls","pathText":"orc and goblin tribes unit badlands ogre bulls","type":"unit","body":"Ogre Crusher Cost 31 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Armour Bane (1) Close Order Fear Impact Hits (1) Mercenaries Motley Crew Ogre Charge Options Any model in the unit may take one of the following: Additional hand weapon (+3 points per model) Great weapon (+4 points per model) Ironfist (+4 points per model) Any unit may: Upgrade one model to a Crusher (champion) (+7 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a Bellower (musician) (+6 points per unit) Purchase a magic standard worth up to 50 points Replace light armour with heavy armour (+4 points per model) Optional Rules Ironfist Dogs of War: Badlands Ogre Bulls may be taken as Mercenaries in any army made using any Grand Army composition list that includes a Mercenaries category. Monstrous Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Mercenaries Mercenaries Motley Crew Motley Crew Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Great Weapon Ironfist Light Armour Heavy Armour Ironfist Ironfist"},"2887":{"id":"orc-and-goblin-tribes/unit/black-orc","path":"orc-and-goblin-tribes/unit/black-orc","title":"Black Orc Mob","pathText":"orc and goblin tribes unit black orc","type":"unit","body":"Black Orc Black Orc Boss Cost 12 Base Size 30 x 30 mm Unit Size 5+ Type Black Orc Mobs Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons full plate armour Special Rules Choppas Close Order Da Boyz Furious Charge Ignore Panic Motley Crew Quell Impetuosity Options Any model in the unit may take one of the following: Additional hand weapon (+1 point per model) Great weapon (+2 points per model) Any model in the unit may take a shield (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Boss may purchase magic items up to a total of 25 points 0-1 unit in your army may: Have the Stubborn special rule (+1 point per model) Have the Veteran special rule (+1 point per mode) Optional Rules Stubborn Veteran Black Orc Mobs Heavy Infantry Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Choppas Choppas Close Order Close Order Da Boyz Da Boyz Furious Charge Furious Charge Ignore Panic Ignore Panic Motley Crew Motley Crew Quell Impetuosity Quell Impetuosity Two Hand Weapons/Additional Hand Weapon Great Weapon Shield Stubborn Veteran Stubborn Veteran"},"2888":{"id":"orc-and-goblin-tribes/unit/black-orc-bigboss","path":"orc-and-goblin-tribes/unit/black-orc-bigboss","title":"Black Orc Bigboss","pathText":"orc and goblin tribes unit black orc bigboss","type":"unit","body":"Black Orc Bigboss Cost 75 Base Size 30 x 30 mm Unit Size 1 Type Black Orc Bosses Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon full plate armour Special Rules Choppas Da Boyz Furious Charge Ignore Panic Quell Impetuosity Rallying Cry Waaagh! Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted: War Boar (+16 points) Boar Chariot (+90 points) Black Orc Boar Chariot (Nomadic Waaagh! only) (+130 points) A Black Orc Bigboss may purchase magic items up to a total of 50 points Note that Furious Charge does not apply to this model’s mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Choppas Choppas Da Boyz Da Boyz Furious Charge Furious Charge Ignore Panic Ignore Panic Quell Impetuosity Quell Impetuosity Rallying Cry Rallying Cry Waaagh! Waaagh! Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield War Boar Orc Boar Chariot Black Orc Boar Chariot Nomadic Waaagh!"},"2889":{"id":"orc-and-goblin-tribes/unit/black-orc-boar-chariot","path":"orc-and-goblin-tribes/unit/black-orc-boar-chariot","title":"Black Orc Boar Chariot","pathText":"orc and goblin tribes unit black orc boar chariot","type":"unit","body":"A Black Orc Boar Chariot may be included in your army as a character’s mount, as follows. If so, its points are added to that of its rider. Chariot Black Orc Crew (x2) War Boars (x2) Cost 130 Base Size 50 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment Black Orc Crew: Hand weapons War Boars: Tusks (counts as hand weapons) Special Rules Choppas Close Order First Charge Furious Charge (Black Orc Crew only) Ignore Panic Impact Hits (D6+1) Tusker Charge Options Each Black Orc Crew must take one of the following: Additional hand weapon (+1 point) Great weapon (+2 points) May have a standard (counts as a standard bearer) (+10 points) Heavy Chariots Chariots Hand Weapon Hand Weapon Choppas Choppas Close Order Close Order First Charge First Charge Furious Charge Furious Charge Ignore Panic Ignore Panic Impact Hits (X) Impact Hits (X) Tusker Charge Tusker Charge Two Hand Weapons/Additional Hand Weapon Great Weapon"},"2890":{"id":"orc-and-goblin-tribes/unit/black-orc-warboss","path":"orc-and-goblin-tribes/unit/black-orc-warboss","title":"Black Orc Warboss","pathText":"orc and goblin tribes unit black orc warboss","type":"unit","body":"Black Orc Warboss Cost 135 Base Size 30 x 30 mm Unit Size 1 Type Black Orc Bosses Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon and full plate armour Special Rules Choppas Da Boyz Furious Charge Ignore Panic Quell Impetuosity Rallying Cry Waaagh! Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted: War Boar (+16 points) Boar Chariot (+90 points) Black Orc Boar Chariot (Nomadic Waaagh! only) (+130 points) Wyvern (+130 points) A Black Orc Warboss may purchase magic items up to a total of 100 points Note that Furious Charge does not apply to this model’s mount (should it have one). Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Full Plate Armour Choppas Choppas Da Boyz Da Boyz Furious Charge Furious Charge Ignore Panic Ignore Panic Quell Impetuosity Quell Impetuosity Rallying Cry Rallying Cry Waaagh! Waaagh! Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield War Boar Orc Boar Chariot Black Orc Boar Chariot Nomadic Waaagh! Wyvern"},"2891":{"id":"orc-and-goblin-tribes/unit/boar-boy","path":"orc-and-goblin-tribes/unit/boar-boy","title":"Orc Boar Boy Mob","pathText":"orc and goblin tribes unit boar boy","type":"unit","body":"Boar Boy Boss War Boar Cost 15 Base Size 30 x 60 mm Unit Size 4+ Type Orc Boar Boy Mobs Troop Type Heavy Cavalry Unit Category Cavalry Equipment Boar Boyz: Hand weapons and light armour War Boars: Tusks (counts as hand weapons) Special Rules Armoured Hide (1) Choppas Close Order Counter Charge Furious Charge (Riders only) Ignore Goblin Panic Impetuous Swiftstride Tusker Charge Warband Options The entire unit may take any of the following: Cavalry spears +1 point per model Shields +1 point per model The entire unit may replace light armour with heavy armour +1 point per model Any unit may: Upgrade one model to a Boss (champion) +8 points per unit Upgrade one model to a standard bearer +6 points per unit Upgrade one model to a musician +6 points per unit A Boss may purchase magic items up to a total of 25 points 0-1 unit in your army may have the Big 'Uns special rule +2 points per model 0-1 unit per 1,000 points may: Replace light armour with the Frenzy special rule +1 point per model Purchase a magic standard worth up to 50 points A Frenzied unit may have the Warpaint special rule +1 point per model Optional Rules Frenzy Warpaint Big Stabbas Big 'Uns Skirmishers Orc Boar Boy Mobs Heavy Cavalry Cavalry Hand Weapon Light Armour Hand Weapon Armoured Hide (X) Armoured Hide (X) Choppas Choppas Close Order Close Order Counter Charge Counter Charge Furious Charge Furious Charge Ignore Goblin Panic Ignore Goblin Panic Impetuous Impetuous Swiftstride Swiftstride Tusker Charge Tusker Charge Warband Warband Cavalry Spear Shield Light Armour Heavy Armour Big 'Uns Frenzy Warpaint Frenzy Frenzy Warpaint Warpaint Big Stabbas Big Stabbas Big 'Uns Big 'Uns Skirmish Formation Skirmish Formation"},"2892":{"id":"orc-and-goblin-tribes/unit/bolt-throwa","path":"orc-and-goblin-tribes/unit/bolt-throwa","title":"Goblin Bolt Throwa","pathText":"orc and goblin tribes unit bolt throwa","type":"unit","body":"Bolt Throwa Goblin Crew Cost 45 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Goblin Bolt Throwas Troop Type War Machine Unit Category War Machine Equipment Bolt thrower hand weapons Special Rules Fear of Elves Skirmishers Options May be accompanied by an Orc Bully (+10 points per unit) Goblin Bolt Throwas War Machines War Machines Bolt Throwers Bolt Throwers Hand Weapon Hand Weapon Fear of Elves Fear of Elves Skirmish Formation Skirmish Formation Orc Bully Orc Bully"},"2893":{"id":"orc-and-goblin-tribes/unit/bonegrinder-giant","path":"orc-and-goblin-tribes/unit/bonegrinder-giant","title":"Bonegrinder Giant","pathText":"orc and goblin tribes unit bonegrinder giant","type":"unit","body":"Bonegrinder Giant Cost 300 Base Size 50 x 100 mm (min) 100 x 150 mm (max) Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Bonegrinder Giant's club calloused hide (counts as light armour) Special Rules Bonegrinder Giant Attacks Close Order Immune to Psychology Large Target Mercenaries Stomp Attacks (D6+1) Terror Timmm-berrr! Unbreakable Dogs of War: 0-1 Bonegrinder Giant may be taken as a Mercenary in any of the following Grand Army composition lists: Orc & Goblin Tribes Warriors of Chaos Beastmen Brayherds Behemoths Monsters Bonegrinder Giant's Club Bonegrinder Giant's Club Light Armour Light Armour Bonegrinder Giant Attacks Bonegrinder Giant Attacks Close Order Close Order Immune to Psychology Immune to Psychology Large Target Large Target Mercenaries Mercenaries Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable Orc & Goblin Tribes Army List Warriors of Chaos Army List Beastmen Brayherds Army List"},"2894":{"id":"orc-and-goblin-tribes/unit/chariot","path":"orc-and-goblin-tribes/unit/chariot","title":"Orc Boar Chariot","pathText":"orc and goblin tribes unit chariot","type":"unit","body":"An Orc Boar Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Orc Crew (x2) War Boars (x2) Cost 90 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Orc Boar Chariots Troop Type Heavy Chariot Unit Category Chariot Equipment Orc Crew: Hand weapons and cavalry spears War Boars: Tusks (counts as hand weapons) Special Rules Choppas Close Order First Charge Ignore Goblin Panic Impact Hits (D6+1) Impetuous Tusker Charge Warband Options May add a third Orc crew member +5 points 0-1 per 1,000 points may have the Frenzy special rule +2 points per crew A Frenzied chariot may have the Warpaint special rule +10 points Optional Rules Frenzy Warpaint Orc Boar Chariots Heavy Chariots Chariots Hand Weapon Cavalry Spear Hand Weapon Choppas Choppas Close Order Close Order First Charge First Charge Ignore Goblin Panic Ignore Goblin Panic Impact Hits (X) Impact Hits (X) Impetuous Impetuous Tusker Charge Tusker Charge Warband Warband Frenzy Warpaint Frenzy Frenzy Warpaint Warpaint"},"2895":{"id":"orc-and-goblin-tribes/unit/common-troll","path":"orc-and-goblin-tribes/unit/common-troll","title":"Common Troll Mob","pathText":"orc and goblin tribes unit common troll","type":"unit","body":"Common Troll Cost 39 Base Size 40 x 40 mm Unit Size 1-9 Type Troll Mobs Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons Troll vomit calloused hides (counts as light armour) Special Rules Armour Bane (1) Close Order Fear Flammable Motley Crew Regeneration (5+) Stupidity Options Any model in the unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) Troll Mobs Monstrous Infantry Infantry Hand Weapon Hand Weapon Troll Vomit Troll Vomit Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Flammable Flammable Motley Crew Motley Crew Regeneration (X+) Regeneration (X+) Stupidity Stupidity Two Hand Weapons/Additional Hand Weapon Great Weapon"},"2896":{"id":"orc-and-goblin-tribes/unit/doom-diver-catapult","path":"orc-and-goblin-tribes/unit/doom-diver-catapult","title":"Doom Diver Catapult","pathText":"orc and goblin tribes unit doom diver catapult","type":"unit","body":"Doom Diver Catapult Goblin Crew Cost 95 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Doom Diver Catapults Troop Type War Machine Unit Category War Machine Equipment Doom Diver catapult (counts as stone thrower) hand weapons Special Rules Doom Diver Fear of Elves Skirmishers Options May be accompanied by an Orc Bully (+10 points per unit) Doom Diver Catapults War Machines War Machines Stone Throwers Stone Throwers Hand Weapon Hand Weapon Doom Diver Doom Diver Fear of Elves Fear of Elves Skirmish Formation Skirmish Formation Orc Bully Orc Bully"},"2897":{"id":"orc-and-goblin-tribes/unit/fanatic","path":"orc-and-goblin-tribes/unit/fanatic","title":"Fanatic","pathText":"orc and goblin tribes unit fanatic","type":"unit","body":"Fanatic Cost 25 Cost Override +25 points Base Size 25 mm (round base) Unit Size 1 Troop Type Regular Infantry Unit Category Infantry Equipment Fanatic ball & chain Special Rules Immune to Psychology Release the Fanatics! Regular Infantry Infantry Fanatic Ball & Chain Fanatic Ball & Chain Immune to Psychology Immune to Psychology Release the Fanatics! Release the Fanatics!"},"2898":{"id":"orc-and-goblin-tribes/unit/giant","path":"orc-and-goblin-tribes/unit/giant","title":"Giant","pathText":"orc and goblin tribes unit giant","type":"unit","body":"Giant Cost 200 Base Size 50 x 50 mm (min), 50 x 75 mm (max) Unit Size 1 Type Giants Troop Type Behemoth Unit Category Monster Equipment Giant's club calloused hide (counts as light armour) Special Rules Close Order Giant Attacks Immune to Psychology Large Target Pick Up And… Stomp Attacks (D6) Terror Timmm-berrr! Unbreakable Giants Behemoths Monsters Giant's Club Giant's Club Light Armour Light Armour Close Order Close Order Giant Attacks Giant Attacks Immune to Psychology Immune to Psychology Large Target Large Target Pick Up And... Pick Up And... Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable"},"2899":{"id":"orc-and-goblin-tribes/unit/giant-cave-squig","path":"orc-and-goblin-tribes/unit/giant-cave-squig","title":"Giant Cave Squig","pathText":"orc and goblin tribes unit giant cave squig","type":"unit","body":"Giant Cave Squig Cost Override +25 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Massive Gob Special Rules Armoured Hide (1) Hatred (Dwarfs) Impact Hits (D3) Loner Random Movement Monstrous Cavalry Cavalry Massive Gob Massive Gob Armoured Hide (X) Armoured Hide (X) Hatred (X) Hatred (X) Impact Hits (X) Impact Hits (X) Loner Loner Random Movement Random Movement"},"2900":{"id":"orc-and-goblin-tribes/unit/giant-wolf","path":"orc-and-goblin-tribes/unit/giant-wolf","title":"Giant Wolf","pathText":"orc and goblin tribes unit giant wolf","type":"unit","body":"Giant Wolf Cost Override +10 points Base Size 25 x 50 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Claws fangs (counts as a hand weapon) Special Rules Chariot Runners Fast Cavalry Fire & Flee Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Chariot Runners Chariot Runners Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Swiftstride Swiftstride"},"2901":{"id":"orc-and-goblin-tribes/unit/gigantic-spider","path":"orc-and-goblin-tribes/unit/gigantic-spider","title":"Gigantic Spider","pathText":"orc and goblin tribes unit gigantic spider","type":"unit","body":"Gigantic Spider Cost Override +35 points Base Size 50 x 50 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Claws fangs (counts as a hand weapon) Special Rules Armoured Hide (1) Fast Cavalry Move Through Cover Poisoned Attacks Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Fast Cavalry Fast Cavalry Move Through Cover Move Through Cover Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"2902":{"id":"orc-and-goblin-tribes/unit/goblin-bigboss","path":"orc-and-goblin-tribes/unit/goblin-bigboss","title":"Goblin Bigboss","pathText":"orc and goblin tribes unit goblin bigboss","type":"unit","body":"Goblin Bigboss Cost 35 Base Size 25 x 25 mm Unit Size 1 Type Goblin Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Fear of Elves Impetuous Rallying Cry Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take any of the following: Shield (+2 points) Light armour (+3 points) May be mounted: Giant Wolf (+10 points) Gigantic Spider (+35 points) Wolf Chariot (+53 points) A Goblin Bigboss may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Fear of Elves Fear of Elves Impetuous Impetuous Rallying Cry Rallying Cry Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Giant Wolf Gigantic Spider Goblin Wolf Chariot"},"2903":{"id":"orc-and-goblin-tribes/unit/goblin-mob","path":"orc-and-goblin-tribes/unit/goblin-mob","title":"Goblin Mob","pathText":"orc and goblin tribes unit goblin mob","type":"unit","body":"Goblin Boss Cost 3 Base Size 25 x 25 mm Unit Size 10+ Type Goblin Mobs Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Close Order Fear of Elves Horde Impetuous Warband Options The entire unit may: Take thrusting spears (+1 point per model) Or: Replace shield with shortbows (+1 point per model) The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Include 0-3 Nasty Skulkers (+10 points each) 0-1 unit per 1,000 points may: Replace the Close Order special rule with Skirmishers (Free) Purchase a magic standard worth up to 50 points Optional Rules Skirmishers Goblin Mobs Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Close Order Close Order Fear of Elves Fear of Elves Horde Horde Impetuous Impetuous Warband Warband Thrusting Spear Shield Shortbow Light Armour Nasty Skulker Close Order Skirmish Formation Skirmish Formation"},"2904":{"id":"orc-and-goblin-tribes/unit/goblin-oddgit","path":"orc-and-goblin-tribes/unit/goblin-oddgit","title":"Goblin Oddgit","pathText":"orc and goblin tribes unit goblin oddgit","type":"unit","body":"Goblin Oddgit Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Goblin Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Elementalism Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Fear of Elves Lore of Mork Warband Options May be mounted: Giant Wolf (+10 points) Wolf Chariot (+53 points) A Goblin Oddgit may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Goblin Shamans Regular Infantry Characters (Troop Types) Infantry Elementalism Waaagh! Magic Hand Weapon Hand Weapon Fear of Elves Fear of Elves Lore of Mork Lore of Mork Warband Warband Giant Wolf Goblin Wolf Chariot"},"2905":{"id":"orc-and-goblin-tribes/unit/goblin-oddnob","path":"orc-and-goblin-tribes/unit/goblin-oddnob","title":"Goblin Oddnob","pathText":"orc and goblin tribes unit goblin oddnob","type":"unit","body":"Goblin Oddnob Cost 135 Base Size 25 x 25 mm Unit Size 1 Type Goblin Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Elementalism Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Fear of Elves Lore of Mork Warband Options May be mounted: Giant Wolf (+10 points) Wolf Chariot (+53 points) Arachnarok Spider (+310 points) A Goblin Oddnob may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Goblin Shamans Regular Infantry Characters (Troop Types) Infantry Elementalism Waaagh! Magic Hand Weapon Hand Weapon Fear of Elves Fear of Elves Lore of Mork Lore of Mork Warband Warband Giant Wolf Goblin Wolf Chariot Arachnarok Spider"},"2906":{"id":"orc-and-goblin-tribes/unit/goblin-warboss","path":"orc-and-goblin-tribes/unit/goblin-warboss","title":"Goblin Warboss","pathText":"orc and goblin tribes unit goblin warboss","type":"unit","body":"Goblin Warboss Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Goblin Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Fear of Elves Impetuous Rallying Cry Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take any of the following: Shield (+2 points) Light armour (+3 points) May be mounted: Giant Wolf (+10 points) Gigantic Spider (+35 points) Wolf Chariot (+53 points) A Goblin Warboss may purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Fear of Elves Fear of Elves Impetuous Impetuous Rallying Cry Rallying Cry Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Giant Wolf Gigantic Spider Goblin Wolf Chariot"},"2907":{"id":"orc-and-goblin-tribes/unit/goblin-wolf-chariot","path":"orc-and-goblin-tribes/unit/goblin-wolf-chariot","title":"Goblin Wolf Chariot","pathText":"orc and goblin tribes unit goblin wolf chariot","type":"unit","body":"A Goblin Wolf Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Goblin Crew (x3) Giant Wolves (x2) Cost 53 Base Size 50 x 100 mm (two wolves), 60 x 100 mm (three wolves) Unit Size 1-5 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Goblin Crew: Hand weapons, cavalry spears and shortbows Giant Wolves: Claws and fangs (counts as hand weapons) Special Rules Fear of Elves Impact Hits (D3+1) Impetuous Open Order Swiftstride Warband Options Any Goblin Wolf Chariot may add a third Giant Wolf (+5 points per model) Any unit may upgrade one model to include a standard bearer (+5 points per unit) Light Chariots Chariots Hand Weapon Cavalry Spear Shortbow Hand Weapon Fear of Elves Fear of Elves Impact Hits (X) Impact Hits (X) Impetuous Impetuous Open Order Formation Open Order Formation Swiftstride Swiftstride Warband Warband"},"2908":{"id":"orc-and-goblin-tribes/unit/kiknik-toofsnatcha","path":"orc-and-goblin-tribes/unit/kiknik-toofsnatcha","title":"Kiknik Toofsnatcha","pathText":"orc and goblin tribes unit kiknik toofsnatcha","type":"unit","body":"Kiknik Toofsnatcha is a Goblin Warboss. He may be included in any Orc & Goblin Tribes army made using any army composition list that includes this option. He must be fielded as presented here. Kiknik Toofsnatcha Chompa Cost 105 Base Size 25 x 50 mm Unit Size 1 Troop Type Light Cavalry Troop Type Named Character Unit Category Cavalry Equipment Kiknik Toofsnatcha: Da Boss's Trophy Rack, Da Skull Smasha, cavalry spear, shield and light armour Chompa: Claws and fangs (counts as a hand weapon) Special Rules All Sneaky Like Ambushers Armour Bane (1, Chompa only) Armoured Hide (1) Chariot Runners Fast Cavalry Fear of Elves Impetuous 'It & Run Rallying Cry Swiftstride Warband Light Cavalry Named Characters (Warhammer Armies) Cavalry Da Boss' Trophy Rack Da Skull Smasha Cavalry Spear Shield Light Armour Hand Weapon All Sneaky Like All Sneaky Like Ambushers Ambushers Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Chariot Runners Chariot Runners Fast Cavalry Fast Cavalry Fear of Elves Fear of Elves Impetuous Impetuous 'It & Run 'It & Run Rallying Cry Rallying Cry Swiftstride Swiftstride Warband Warband"},"2909":{"id":"orc-and-goblin-tribes/unit/mangler-squig","path":"orc-and-goblin-tribes/unit/mangler-squig","title":"Mangler Squigs","pathText":"orc and goblin tribes unit mangler squig","type":"unit","body":"Mangler Squig Cost 95 Base Size 50 x 75 mm Unit Size 1 Type Mangler Squigs Troop Type Behemoth Unit Category Monster Equipment Colossal fang-filled gob scaly skin (counts as heavy armour) Special Rules Close Order Hatred (Dwarfs) Immune to Psychology Impact Hits (D6) Ker-splat Large Target Random Attacks Random Movement Spiked Ball & Chains Stomp Attacks (D3) Timmm-berrr! Behemoths Monsters Colossal Fang-filled Gob Colossal Fang-filled Gob Heavy Armour Heavy Armour Close Order Close Order Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Ker-splat Ker-splat Large Target Large Target Random Attacks Random Attacks Random Movement Random Movement Spiked Ball & Chains Spiked Ball & Chains Stomp Attacks (X) Stomp Attacks (X) Timmm-berrr! Timmm-berrr!"},"2910":{"id":"orc-and-goblin-tribes/unit/nasty-skulker","path":"orc-and-goblin-tribes/unit/nasty-skulker","title":"Nasty Skulker","pathText":"orc and goblin tribes unit nasty skulker","type":"unit","body":"Nasty Skulker Cost Override +10 points Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Armour Bane (2) Fear of Elves Horde Skulking Menace Strike First Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear of Elves Fear of Elves Horde Horde Skulking Menace Skulking Menace Strike First Strike First"},"2911":{"id":"orc-and-goblin-tribes/unit/night-goblin","path":"orc-and-goblin-tribes/unit/night-goblin","title":"Night Goblin Mob","pathText":"orc and goblin tribes unit night goblin","type":"unit","body":"Night Goblin Boss Cost 3 Base Size 25 x 25 mm Unit Size 10+ Type Night Goblin Mobs Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Close Order Fear of Elves Hatred (Dwarfs) Horde Warband Options The entire unit may: Take thrusting spears (+1 point per model) Or: Replace shields with shortbows (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Have the Netters special rule (+20 points per unit) Include 0-1 Fanatic per 10 Night Goblins, to a maximum of 3 (+25 points each) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Optional Rules Netters Night Goblin Mobs Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Close Order Close Order Fear of Elves Fear of Elves Hatred (X) Hatred (X) Horde Horde Warband Warband Thrusting Spear Shield Shortbow Netters Fanatic Netters Netters"},"2912":{"id":"orc-and-goblin-tribes/unit/night-goblin-bigboss","path":"orc-and-goblin-tribes/unit/night-goblin-bigboss","title":"Night Goblin Bigboss","pathText":"orc and goblin tribes unit night goblin bigboss","type":"unit","body":"Night Goblin Bigboss Cost 30 Base Size 25 x 25 mm Unit Size 1 Type Night Goblin Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Fear of Elves Hatred (Dwarfs) Rallying Cry Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take any of the following: Shield (+2 points) Light armour (+3 points) May be mounted on a Giant Cave Squig (+25 points) A Night Goblin Bigboss may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Fear of Elves Fear of Elves Hatred (X) Hatred (X) Rallying Cry Rallying Cry Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Giant Cave Squig"},"2913":{"id":"orc-and-goblin-tribes/unit/night-goblin-oddgit","path":"orc-and-goblin-tribes/unit/night-goblin-oddgit","title":"Night Goblin Oddgit","pathText":"orc and goblin tribes unit night goblin oddgit","type":"unit","body":"Night Goblin Oddgit Cost 55 Base Size 25 x 25 mm Unit Size 1 Type Night Goblin Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Illusion Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Fear of Elves Hatred (Dwarfs) Lore of Mork Warband Options A Night Goblin Oddgit may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Night Goblin Shamans Regular Infantry Characters (Troop Types) Infantry Illusion Waaagh! Magic Hand Weapon Hand Weapon Fear of Elves Fear of Elves Hatred (X) Hatred (X) Lore of Mork Lore of Mork Warband Warband"},"2914":{"id":"orc-and-goblin-tribes/unit/night-goblin-oddnob","path":"orc-and-goblin-tribes/unit/night-goblin-oddnob","title":"Night Goblin Oddnob","pathText":"orc and goblin tribes unit night goblin oddnob","type":"unit","body":"Night Goblin Oddnob Cost 130 Base Size 25 x 25 mm Unit Size 1 Type Night Goblin Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Illusion Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Fear of Elves Hatred (Dwarfs) Lore of Mork Warband Options A Night Goblin Oddnob may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Night Goblin Shamans Regular Infantry Characters (Troop Types) Infantry Illusion Waaagh! Magic Hand Weapon Hand Weapon Fear of Elves Fear of Elves Hatred (X) Hatred (X) Lore of Mork Lore of Mork Warband Warband"},"2915":{"id":"orc-and-goblin-tribes/unit/night-goblin-squig-herd","path":"orc-and-goblin-tribes/unit/night-goblin-squig-herd","title":"Night Goblin Squig Herd","pathText":"orc and goblin tribes unit night goblin squig herd","type":"unit","body":"When writing your muster list, a Night Goblin Squig Herd must contain at least one Squig Herder for every five Cave Squigs. Cave Squigs always occupy the front rank(s) of the unit, pushing past any Squig Herders to get there if necessary (such as when the unit turns). Squig Herder Cave Squig Cost Override 3 points (Squig Herder), 10 points (Cave Squig) Base Size 25 x 25 mm Unit Size 1+/5+ Type Night Goblin Squig Herds Troop Type Regular Infantry Unit Category Infantry Equipment Squig Herders: Assorted squig-herding implements (counts as hand weapons) Cave Squigs: Huge gobs Special Rules Hatred (Dwarfs) Immune to Psychology Impetuous Loner Motley Crew Open Order Skirmishers Squigs Go Wild Warband Options Any Squig Herder in the unit may take a thrusting spear (+1 point per model) Night Goblin Squig Herds Regular Infantry Infantry Hand Weapon Huge Gob Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Impetuous Impetuous Loner Loner Motley Crew Motley Crew Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Squigs Go Wild Squigs Go Wild Warband Warband Thrusting Spear"},"2916":{"id":"orc-and-goblin-tribes/unit/night-goblin-warboss","path":"orc-and-goblin-tribes/unit/night-goblin-warboss","title":"Night Goblin Warboss","pathText":"orc and goblin tribes unit night goblin warboss","type":"unit","body":"Night Goblin Warboss Cost 55 Base Size 25 x 25 mm Unit Size 1 Type Night Goblin Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Fear of Elves Hatred (Dwarfs) Rallying Cry Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take any of the following: Shield (+2 points) Light armour (+3 points) May be mounted on a Giant Cave Squig (+25 points) A Night Goblin Warboss may purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Fear of Elves Fear of Elves Hatred (X) Hatred (X) Rallying Cry Rallying Cry Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Giant Cave Squig"},"2917":{"id":"orc-and-goblin-tribes/unit/ogdruz-swampdigga","path":"orc-and-goblin-tribes/unit/ogdruz-swampdigga","title":"Ogdruz Swampdigga","pathText":"orc and goblin tribes unit ogdruz swampdigga","type":"unit","body":"Ogdruz Swampdigga is an Orc Weirdnob. He may be included in any Orc & Goblin Tribes army made using any army composition list that includes this option. He must be fielded as presented here. Ogdruz Swampdigga Cost 195 Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Wizard Level 3 Magic Lore Elementalism Magic Lore Lore of Troll Magic Equipment Bog-wood Staff Trollhide Shawl Lore Familiar Special Rules Choppas Da Troll Calla Ignore Goblin Panic Protect Da Boss Syphoned Strength Warband Regular Infantry Named Characters (Warhammer Armies) Infantry Elementalism Lore of Troll Magic Bog-wood Staff Bog-wood Staff Trollhide Shawl Trollhide Shawl Lore Familiar Lore Familiar Choppas Choppas Da Troll Calla Da Troll Calla Ignore Goblin Panic Ignore Goblin Panic Protect Da Boss Protect Da Boss Syphoned Strength Syphoned Strength Warband Warband"},"2918":{"id":"orc-and-goblin-tribes/unit/orc-bigboss","path":"orc-and-goblin-tribes/unit/orc-bigboss","title":"Orc Bigboss","pathText":"orc and goblin tribes unit orc bigboss","type":"unit","body":"Orc Bigboss Cost 55 Base Size 30 x 30 mm Unit Size 1 Type Orc Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Choppas Furious Charge Ignore Goblin Panic Impetuous Rallying Cry Waaagh! Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted (+2 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Or: The Frenzy special rule (0-1 per 1,000 points) (+3 points) A Frenzied Orc Boss may have the Warpaint special rule (+5 points) May be mounted: War Boar (+16 points) Boar Chariot (+90 points) An Orc Bigboss may purchase magic items up to a total of 50 points Optional Rules Frenzy Warpaint Note that Furious Charge does not apply to this model’s mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Choppas Choppas Furious Charge Furious Charge Ignore Goblin Panic Ignore Goblin Panic Impetuous Impetuous Rallying Cry Rallying Cry Waaagh! Waaagh! Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Heavy Armour Frenzy Warpaint War Boar Orc Boar Chariot Frenzy Frenzy Warpaint Warpaint"},"2919":{"id":"orc-and-goblin-tribes/unit/orc-bully","path":"orc-and-goblin-tribes/unit/orc-bully","title":"Orc Bully","pathText":"orc and goblin tribes unit orc bully","type":"unit","body":"Orc Bully Cost Override +10 points Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Unit Category War Machine Equipment Hand weapon whip Special Rules Bully Choppas Regular Infantry War Machines Hand Weapon Hand Weapon Whip Whip Bully Bully Choppas Choppas"},"2920":{"id":"orc-and-goblin-tribes/unit/orc-mob","path":"orc-and-goblin-tribes/unit/orc-mob","title":"Orc Mob","pathText":"orc and goblin tribes unit orc mob","type":"unit","body":"Orc Boy Boss Cost 5 Base Size 30 x 30 mm Unit Size 5+ Type Orc Mobs Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Choppas Close Order Furious Charge Ignore Goblin Panic Impetuous Warband Options The entire unit may take one of the following: Warbows (Free) Additional hand weapons (+1 point per model) Thrusting spears (+1 point per model) Throwing spears (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Boss may purchase magic items up to a total of 25 points 0-1 unit in your army may: Have the Big 'Uns special rule (+2 points per model) Replace the Close Order special rule with Skirmishers (Free) 0-1 unit per 1,000 points may: Replace light armour with the Frenzy special rule (+1 point per model) Purchase a magic standard worth up to 50 points A Frenzied unit may: Have the Warpaint special rule (+1 point per model) Take Big Stabbas (+5 points per unit) Optional Rules Frenzy Warpaint Big Stabbas Big 'Uns Skirmishers Orc Mobs Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Choppas Choppas Close Order Close Order Furious Charge Furious Charge Ignore Goblin Panic Ignore Goblin Panic Impetuous Impetuous Warband Warband Warbow Two Hand Weapons/Additional Hand Weapon Thrusting Spear Throwing Spear Shield Big 'Uns Close Order Skirmish Formation Light Armour Frenzy Warpaint Big Stabbas Frenzy Frenzy Warpaint Warpaint Big Stabbas Big Stabbas Big 'Uns Big 'Uns Skirmish Formation Skirmish Formation"},"2921":{"id":"orc-and-goblin-tribes/unit/orc-warboss","path":"orc-and-goblin-tribes/unit/orc-warboss","title":"Orc Warboss","pathText":"orc and goblin tribes unit orc warboss","type":"unit","body":"Orc Warboss Cost 110 Base Size 30 x 30 mm Unit Size 1 Type Orc Bosses Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Choppas Furious Charge Ignore Goblin Panic Impetuous Rallying Cry Waaagh! Warband Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted (+2 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Or: The Frenzy special rule (0-1 per 1,000 points) (+3 points) A Frenzied Orc Boss may have the Warpaint special rule (+5 points) May be mounted: War Boar (+16 points) Boar Chariot (+90 points) Wyvern (+130 points) An Orc Warboss may purchase magic items up to a total of 100 points Optional Rules Frenzy Warpaint Note that Furious Charge does not apply to this model’s mount (should it have one). Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Choppas Choppas Furious Charge Furious Charge Ignore Goblin Panic Ignore Goblin Panic Impetuous Impetuous Rallying Cry Rallying Cry Waaagh! Waaagh! Warband Warband Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Light Armour Heavy Armour Frenzy Warpaint War Boar Orc Boar Chariot Wyvern Frenzy Frenzy Warpaint Warpaint"},"2922":{"id":"orc-and-goblin-tribes/unit/orc-weirdboy","path":"orc-and-goblin-tribes/unit/orc-weirdboy","title":"Orc Weirdboy","pathText":"orc and goblin tribes unit orc weirdboy","type":"unit","body":"Orc Weirdboy Cost 65 Base Size 30 x 30 mm Unit Size 1 Type Orc Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Choppas Ignore Goblin Panic Lore of Gork Mob Rule Warband Options May be mounted: War Boar (+16 points) May have the Frenzy special rule (0-1 per 1,000 points) (Free) A Frenzied Orc Shaman may have the Warpaint special rule (+5 points) An Orc Weirdboy may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Orc Shamans Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Waaagh! Magic Hand Weapon Hand Weapon Choppas Choppas Ignore Goblin Panic Ignore Goblin Panic Lore of Gork Lore of Gork Mob Rule Mob Rule Warband Warband War Boar Frenzy Warpaint"},"2923":{"id":"orc-and-goblin-tribes/unit/orc-weirdnob","path":"orc-and-goblin-tribes/unit/orc-weirdnob","title":"Orc Weirdnob","pathText":"orc and goblin tribes unit orc weirdnob","type":"unit","body":"Orc Weirdnob Cost 140 Base Size 30 x 30 mm Unit Size 1 Type Orc Shamans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Waaagh! Magic Equipment Hand weapon Special Rules Choppas Ignore Goblin Panic Lore of Gork Mob Rule Warband Options May be mounted: War Boar (+16 points) Wyvern (+130 points) May have the Frenzy special rule (0-1 per 1,000 points) (Free) A Frenzied Orc Shaman may have the Warpaint special rule (+5 points) An Orc Weirdnob may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Orc Shamans Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Waaagh! Magic Hand Weapon Hand Weapon Choppas Choppas Ignore Goblin Panic Ignore Goblin Panic Lore of Gork Lore of Gork Mob Rule Mob Rule Warband Warband War Boar Wyvern Frenzy Warpaint"},"2924":{"id":"orc-and-goblin-tribes/unit/pump-wagon","path":"orc-and-goblin-tribes/unit/pump-wagon","title":"Snotling Pump Wagon","pathText":"orc and goblin tribes unit pump wagon","type":"unit","body":"Pump Wagon Snotling Crew (x6) Cost 35 Base Size 50 x 75 mm (min), 50 x 100 mm (max) Unit Size 1-6 Armour Value 6+ Type Snotling Pump Wagons Troop Type Light Chariot Unit Category Chariot Equipment Snotling Crew: Hand weapons and throwing weapons Special Rules Armour Bane (3, Pump Wagon Impact Hits only) Immune to Psychology Impact Hits (D3+1) Loner Open Order Random Movement Snotling Pump Wagons Light Chariots Chariots Hand Weapon Throwing Weapons Armour Bane (X) Armour Bane (X) Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Loner Loner Open Order Formation Open Order Formation Random Movement Random Movement"},"2925":{"id":"orc-and-goblin-tribes/unit/river-troll","path":"orc-and-goblin-tribes/unit/river-troll","title":"River Troll Mob","pathText":"orc and goblin tribes unit river troll","type":"unit","body":"River Troll Cost 47 Base Size 40 x 40 mm Unit Size 1-9 Type Troll Mobs Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons Troll vomit calloused hides (counts as light armour) Special Rules Armour Bane (1) Close Order Fear Flammable Motley Crew Regeneration (5+) Stupidity Options Any model in the unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) Troll Mobs Monstrous Infantry Infantry Hand Weapon Hand Weapon Troll Vomit Troll Vomit Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Flammable Flammable Motley Crew Motley Crew Regeneration (X+) Regeneration (X+) Stupidity Stupidity Two Hand Weapons/Additional Hand Weapon Great Weapon"},"2926":{"id":"orc-and-goblin-tribes/unit/rock-lobber","path":"orc-and-goblin-tribes/unit/rock-lobber","title":"Goblin Rock Lobber","pathText":"orc and goblin tribes unit rock lobber","type":"unit","body":"Rock Lobber Goblin Crew Cost 75 Base Size 60 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Goblin Rock Lobbers Troop Type War Machine Unit Category War Machine Equipment Stone thrower hand weapons Special Rules Fear of Elves Skirmishers Options May be accompanied by an Orc Bully (+10 points per unit) Goblin Rock Lobbers War Machines War Machines Stone Throwers Stone Throwers Hand Weapon Hand Weapon Fear of Elves Fear of Elves Skirmish Formation Skirmish Formation Orc Bully Orc Bully"},"2927":{"id":"orc-and-goblin-tribes/unit/snotlings","path":"orc-and-goblin-tribes/unit/snotlings","title":"Snotling Mob","pathText":"orc and goblin tribes unit snotlings","type":"unit","body":"Snotlings Cost 35 Base Size 40 x 40 mm Unit Size 2+ Type Snotling Mobs Troop Type Swarm Unit Category Infantry Equipment Hand weapons throwing weapons Special Rules Immune to Psychology Impetuous Loner Open Order Skirmishers Unbreakable Vanguard Snotling Mobs Swarms Infantry Hand Weapon Hand Weapon Throwing Weapons Throwing Weapons Immune to Psychology Immune to Psychology Impetuous Impetuous Loner Loner Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Unbreakable Unbreakable Vanguard Vanguard"},"2928":{"id":"orc-and-goblin-tribes/unit/spider-rider","path":"orc-and-goblin-tribes/unit/spider-rider","title":"Goblin Spider Rider Mob","pathText":"orc and goblin tribes unit spider rider","type":"unit","body":"Spider Rider Boss Giant Spider Cost 12 Base Size 25 x 50 mm Unit Size 5+ Type Goblin Spider Rider Mobs Troop Type Light Cavalry Unit Category Cavalry Equipment Spider Riders: Hand weapons and shields Giants Spiders: Poisonous fangs (counts as hand weapons) Special Rules Fast Cavalry Fear of Elves Impetuous Move Through Cover Open Order Poisoned Attacks Swiftstride Warband Options The entire unit may take any of the following: Cavalry spears (+1 point per model) Shortbows (+1 point per model) Light armour (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Goblin Spider Rider Mobs Light Cavalry Cavalry Hand Weapon Shield Hand Weapon Fast Cavalry Fast Cavalry Fear of Elves Fear of Elves Impetuous Impetuous Move Through Cover Move Through Cover Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride Warband Warband Cavalry Spear Shortbow Light Armour"},"2929":{"id":"orc-and-goblin-tribes/unit/squig-hopper","path":"orc-and-goblin-tribes/unit/squig-hopper","title":"Night Goblin Squig Hopper Mob","pathText":"orc and goblin tribes unit squig hopper","type":"unit","body":"Squig Hopper Boss Bounder Squig Cost 12 Base Size 25 x 25 mm Unit Size 5+ Type Night Goblin Squig Hopper Mobs Troop Type Light Cavalry Unit Category Cavalry Equipment Squig Hoppers: Hand weapons Bounder Squigs: Huge gobs Special Rules Hatred (Dwarfs) Immune to Psychology Impact Hits (1) Loner Open Order Random Movement Skirmishers Warband Options The entire unit may take any of the following: Cavalry spears (+1 point per model) Light armour (+1 point per model) Any unit may upgrade one model to a Boss (champion) (+6 points per unit) A Boss may purchase magic items up to a total of 25 points Night Goblin Squig Hopper Mobs Light Cavalry Cavalry Hand Weapon Huge Gob Hatred (X) Hatred (X) Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Loner Loner Open Order Formation Open Order Formation Random Movement Random Movement Skirmish Formation Skirmish Formation Warband Warband Cavalry Spear Light Armour"},"2930":{"id":"orc-and-goblin-tribes/unit/stone-troll","path":"orc-and-goblin-tribes/unit/stone-troll","title":"Stone Troll Mob","pathText":"orc and goblin tribes unit stone troll","type":"unit","body":"Stone Troll Cost 43 Base Size 40 x 40 mm Unit Size 1-9 Type Troll Mobs Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons Troll vomit calloused hides (counts as light armour) Special Rules Armour Bane (1) Armoured Hide (1) Close Order Fear Flammable Magic Resistance (-1) Motley Crew Regeneration (5+) Stupidity Options Any model in the unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) Troll Mobs Monstrous Infantry Infantry Hand Weapon Hand Weapon Troll Vomit Troll Vomit Light Armour Light Armour Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Close Order Close Order Fear Fear Flammable Flammable Magic Resistance (-X) Magic Resistance (-X) Motley Crew Motley Crew Regeneration (X+) Regeneration (X+) Stupidity Stupidity Two Hand Weapons/Additional Hand Weapon Great Weapon"},"2931":{"id":"orc-and-goblin-tribes/unit/troll-hag","path":"orc-and-goblin-tribes/unit/troll-hag","title":"Troll Hag","pathText":"orc and goblin tribes unit troll hag","type":"unit","body":"Any army made using the Orc & Goblin Tribes Grand Army composition list that includes one or more Troll Mobs may include 0-1 Troll Hag as a Rare choice. Troll Hag Cost 235 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 1 Magic Lore Battle Magic Magic Lore Lore of Troll Magic Equipment Gnarled stump (counts as a hand weapon) Troll vomit swamp breath scaly skin (counts as heavy armour) Special Rules Close Order Flammable Immune to Psychology Indiscriminate Hunger Large Target Motherly Love Regeneration (5+) Slimy Shanks Stomp Attacks (D6) Stupidity Terror Timmm-berrr! Unbreakable Options A Troll Hag may: Be a Level 2 Wizard (+35 points) Purchase magic items up to a total of 50 points Troll Mother: Any army made using the Orc & Goblin Tribes Grand Army composition list that includes one or more Troll Mobs may include 0-1 Troll Hag as a Rare choice. Behemoths Characters (Troop Types) Monsters Battle Magic Lore of Troll Magic Hand Weapon Hand Weapon Troll Vomit Troll Vomit Swamp Breath Swamp Breath Heavy Armour Heavy Armour Close Order Close Order Flammable Flammable Immune to Psychology Immune to Psychology Indiscriminate Hunger Indiscriminate Hunger Large Target Large Target Motherly Love Motherly Love Regeneration (X+) Regeneration (X+) Slimy Shanks Slimy Shanks Stomp Attacks (X) Stomp Attacks (X) Stupidity Stupidity Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable Orc & Goblin Tribes Army List"},"2932":{"id":"orc-and-goblin-tribes/unit/war-boar","path":"orc-and-goblin-tribes/unit/war-boar","title":"War Boar","pathText":"orc and goblin tribes unit war boar","type":"unit","body":"War Boar Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Tusks (counts as a hand weapon) Special Rules Armoured Hide (1) Counter Charge Swiftstride Tusker Charge Heavy Cavalry Cavalry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Counter Charge Counter Charge Swiftstride Swiftstride Tusker Charge Tusker Charge"},"2933":{"id":"orc-and-goblin-tribes/unit/wolf-rider","path":"orc-and-goblin-tribes/unit/wolf-rider","title":"Goblin Wolf Rider Mob","pathText":"orc and goblin tribes unit wolf rider","type":"unit","body":"Wolf Rider Boss Giant Wolf Cost 10 Base Size 25 x 50 mm Unit Size 5+ Type Goblin Wolf Rider Mobs Troop Type Light Cavalry Unit Category Cavalry Equipment Wolf Riders: Hand weapons and shields Giant Wolves: Claws and fangs (counts as hand weapons) Special Rules Chariot Runners Fast Cavalry Fear of Elves Fire & Flee Impetuous Open Order Skirmishers Swiftstride Warband Options The entire unit may: Take cavalry spears (Free) Or: Replace shields with shortbows (Free) The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Boss (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) 0-1 unit per 1,000 points may: Have the Feigned Flight special rule (+2 points per model) Have the Reserve Move special rule (+1 point per model) Purchase a magic standard worth up to 50 points Goblin Wolf Rider Mobs Light Cavalry Cavalry Hand Weapon Shield Hand Weapon Chariot Runners Chariot Runners Fast Cavalry Fast Cavalry Fear of Elves Fear of Elves Fire & Flee Fire & Flee Impetuous Impetuous Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Warband Warband Cavalry Spear Shield Shortbow Light Armour Feigned Flight Reserve Move"},"2934":{"id":"orc-and-goblin-tribes/unit/wyvern","path":"orc-and-goblin-tribes/unit/wyvern","title":"Wyvern","pathText":"orc and goblin tribes unit wyvern","type":"unit","body":"A Wyvern may only be included in your army as a character's mount. Its points are added to that of its rider. Wyvern Cost Override +130 points Base Size 50 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws venomous tail scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Venomous Tail Venomous Tail Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"2935":{"id":"orc-and-goblin-tribes/weapon/bonegrinder-giants-club","path":"orc-and-goblin-tribes/weapon/bonegrinder-giants-club","title":"Bonegrinder Giant's Club","pathText":"orc and goblin tribes weapon bonegrinder giants club","type":"rule","body":"Bonegrinder Giant's Club - Notes: A Bonegrinder Giant's club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules. Bonegrinder Giant Attacks"},"2936":{"id":"orc-and-goblin-tribes/weapon/colossal-fang-filled-gob","path":"orc-and-goblin-tribes/weapon/colossal-fang-filled-gob","title":"Colossal Fang-filled Gob","pathText":"orc and goblin tribes weapon colossal fang filled gob","type":"rule","body":"Colossal Fang-filled Gob Killing Blow Killing Blow"},"2937":{"id":"orc-and-goblin-tribes/weapon/doom-diver","path":"orc-and-goblin-tribes/weapon/doom-diver","title":"Doom Diver","pathText":"orc and goblin tribes weapon doom diver","type":"rule","body":"Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3\" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a 'Hit!' is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight. Bombardment"},"2938":{"id":"orc-and-goblin-tribes/weapon/fanatic-ball-and-chain","path":"orc-and-goblin-tribes/weapon/fanatic-ball-and-chain","title":"Fanatic Ball & Chain","pathText":"orc and goblin tribes weapon fanatic ball and chain","type":"rule","body":"Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3. Armour Piercing"},"2939":{"id":"orc-and-goblin-tribes/weapon/huge-gob","path":"orc-and-goblin-tribes/weapon/huge-gob","title":"Huge Gob","pathText":"orc and goblin tribes weapon huge gob","type":"rule","body":"Huge Gob Armour Bane (1) Armour Bane (X)"},"2940":{"id":"orc-and-goblin-tribes/weapon/massive-gob","path":"orc-and-goblin-tribes/weapon/massive-gob","title":"Massive Gob","pathText":"orc and goblin tribes weapon massive gob","type":"rule","body":"Massive Gob Armour Bane (1) Killing Blow Armour Bane (X) Killing Blow"},"2941":{"id":"orc-and-goblin-tribes/weapon/spidersilk-lobber","path":"orc-and-goblin-tribes/weapon/spidersilk-lobber","title":"Spidersilk Lobber","pathText":"orc and goblin tribes weapon spidersilk lobber","type":"rule","body":"Spidersilk Lobber Bombardment Cumbersome Notes: This weapon shoots like a stone thrower, using the Bombardment special rule and a 5\" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). Bombardment Cumbersome Bombardment"},"2942":{"id":"orc-and-goblin-tribes/weapon/swamp-breath","path":"orc-and-goblin-tribes/weapon/swamp-breath","title":"Swamp Breath","pathText":"orc and goblin tribes weapon swamp breath","type":"rule","body":"Swamp Breath Breath Weapon Notes: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Breath Weapon Panic Tests"},"2943":{"id":"orc-and-goblin-tribes/weapon/troll-vomit","path":"orc-and-goblin-tribes/weapon/troll-vomit","title":"Troll Vomit","pathText":"orc and goblin tribes weapon troll vomit","type":"rule","body":"Troll Vomit - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically. Stomp Attacks (X)"},"2944":{"id":"orc-and-goblin-tribes/weapon/venom-surge","path":"orc-and-goblin-tribes/weapon/venom-surge","title":"Venom Surge","pathText":"orc and goblin tribes weapon venom surge","type":"rule","body":"Venom Surge Multiple Wounds (D6) Poisoned Attacks Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon. Multiple Wounds (X) Poisoned Attacks Strike First"},"2945":{"id":"orc-and-goblin-tribes/weapon/venomous-tail","path":"orc-and-goblin-tribes/weapon/venomous-tail","title":"Venomous Tail","pathText":"orc and goblin tribes weapon venomous tail","type":"rule","body":"Venomous Tail Poisoned Attacks Strike First Note: In combat, this model must make one of its attacks each turn with this weapon. Poisoned Attacks Strike First"},"2946":{"id":"overview-of-the-game/prose","path":"overview-of-the-game/prose","title":"Overview of the Game","pathText":"overview of the game prose","type":"rule","body":"This summarises the sequence you will follow when playing a game of Warhammer: the Old World and points you to the relevant parts of the book that explain how each stage works. Muster Your Forces! Choose Scenario Set Up The Battlefield Deploy Armies To Battle! Aftermath Muster Your Forces! Choose Scenario Set up the Battlefield Deploy Armies To Battle! Aftermath"},"2947":{"id":"overview-of-the-game/prose/aftermath","path":"overview-of-the-game/prose/aftermath","title":"Aftermath","pathText":"overview of the game prose aftermath","type":"rule","body":"In the aftermath of the battle, the players must work out which side stands victorious. Each pitched battle explains how to work out who has won the game. In most cases, the victor is the side that has destroyed more of the enemy and so it is often obvious who has won, as the enemy army lies in tatters – dead or fleeing! Other battles are decided by claiming objectives, such as seizing enemy banners or capturing a watchtower. Whatever the outcome, only a rematch will give you the chance for further glory or sweet revenge."},"2948":{"id":"overview-of-the-game/prose/choose-scenario","path":"overview-of-the-game/prose/choose-scenario","title":"Choose Scenario","pathText":"overview of the game prose choose scenario","type":"rule","body":"The Warhammer Battles section presents six pitched battles. Each of these explains how to play a slightly different type of battle, ranging from a straightforward clash of forces to a fight in a mountain pass or the defence of a watchtower. Players can roll a dice to decide which pitched battle they will play or simply choose one. Warhammer Battles Pitched Battles"},"2949":{"id":"overview-of-the-game/prose/deploy-armies","path":"overview-of-the-game/prose/deploy-armies","title":"Deploy Armies","pathText":"overview of the game prose deploy armies","type":"rule","body":"The rival armies are deployed facing each other across the battlefield, ready to fight. Details of how to deploy can be found in the Warhammer Battles section. Each of the pitched battle scenarios includes a map showing where on the battlefield each player can place their models, and tells which side will take the first turn of the game."},"2950":{"id":"overview-of-the-game/prose/muster-your-forces","path":"overview-of-the-game/prose/muster-your-forces","title":"Muster Your Forces!","pathText":"overview of the game prose muster your forces","type":"rule","body":"To play a game of Warhammer: the Old World, each player will need an army to command, so the first thing to do is assemble your forces. You can simply use all the models in your collection, but most players use points values and army lists to ensure their forces are evenly matched for a closely fought battle. This system is explained in the Warhammer Armies. Warhammer Armies"},"2951":{"id":"overview-of-the-game/prose/set-up-the-battlefield","path":"overview-of-the-game/prose/set-up-the-battlefield","title":"Set up the Battlefield","pathText":"overview of the game prose set up the battlefield","type":"rule","body":"Next, you will need a battlefield, which can be set up on any flat surface, be it the kitchen table, the floor or a dedicated wargames table. The players set up terrain for their armies to fight over, representing woods, fortified watchtowers and other features that make up the landscape of the Warhammer world. How to do this is covered in the Warhammer Battles section. Warhammer Battles"},"2952":{"id":"overview-of-the-game/prose/to-battle","path":"overview-of-the-game/prose/to-battle","title":"To Battle!","pathText":"overview of the game prose to battle","type":"rule","body":"The players fight out the battle, each taking turns in which their army will move, shoot, wield mighty magic and fight vicious combat. All of this is done using the rules that follow. These rules start with basic rules that apply to all models and cover the standard sequence of moving, shooting, fighting and more. Each pitched battle also explains how many rounds to play before the game ends."},"2953":{"id":"quick-reference/prose","path":"quick-reference/prose","title":"Quick Reference","pathText":"quick reference prose","type":"rule","body":"Turn Summary Each player's turn is split into four phases: The Strategy Phase The Movement Phase The Shooting Phase The Combat Phase Casting A Spell To cast a spell, roll 2D6, then divide the casting Wizard's Level of Wizardry by 2 (rounding fractions up) and add the result to the Casting roll: If the result is equal to or higher than the casting value, the spell is cast. If a natural double 6 is rolled, the spell is cast regardless of casting value and cannot be dispelled. If a natural double 1 is rolled, the spell is miscast and is not cast. Roll on the Miscast table. Dispelling A Spell To dispel a spell, roll 2D6 (if attempting a Wizardly dispel, divide the dispelling Wizard's Level of Wizardry by 2 and add the result to the Dispel roll): If the result exceeds the Casting result, the spell is dispelled. If a natural double 6, the spell is dispelled regardless of the casting result. If a natural double 1 is rolled, the dispel attempt fails. Roll on the Miscast table. Wizardly Dispel A Wizard that is not engaged in combat, is not fleeing and is within range may be nominated to attempt a Wizardly dispel: Level 1 and Level 2 Wizards have a Dispel range of 18\". Level 3 and Level 4 Wizards have a Dispel range of 24\". Fated Dispel Once per turn you may attempt a Fated dispel. There is no range limit on Fated dispel attempts. Miscast Table Miscast Table 2D6 Result 2-4 Dimensional Cascade: The summoned magic breaks free, creating an ethereal tornado. Centre a 5\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 10 hit with an AP of -4. 5-6 Calamitous Detonation: Roiling magic explodes from the Wizard in a flash of light. Centre a 3\" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2. 7 Careless Conjuration: The Wizard mispronounces a syllable, causing the spell to backfire, knocking them to the ground. The Wizard suffers a single Strength 4 hit with an AP of -1. 8-9 Barely Controlled Power: The Wizard manages to control the magic, but at the expense of great power. The spell is cast (at its casting value, for the purpose of dispel attempts). However, the Wizard cannot attempt to cast any more spells for the remainder of the current turn. 10-12 Power Drain: With a deafening boom, the summoned magic is unleashed and an unnatural calm descends. The spell is cast with a perfect invocation. However, you cannot attempt to cast any more spells for the remainder of the current turn. Strategy Phase The Strategy phase is broken up into several sub-phases: Start Of Turn Resolve any special actions and/or make any tests that need to be resolved or made at the start of the turn. Command Resolve any abilities of characters that are not fleeing that are used in the Command sub-phase. Conjuration Wizards controlled by the active player can cast Enchantment or Hex spells. Rally Fleeing Troops The active player attempts to rally their fleeing units. Any that fail continue to flee. Movement Phase The Movement phase is broken up into several sub-phases: 1. Declare Charges & Charge Reactions The active player declares charges, indicating which of their units are charging, and which enemy unit is being charged: A charging unit must be able to draw a line of sight to the unit it wishes to charge. Units that are in a Marching Column, engaged in combat or fleeing cannot charge. Charge Reactions When charged, a unit can declare one of several charge reactions: Hold: The unit stands its ground to receive the charge. Stand & Shoot: The unit fires its missile weapons at the charging unit. If the distance between the units is less than the charging unit's Movement characteristic then this reaction cannot be declared. Flee: The unit flees directly away from the charging unit: Pivot the unit about its centre so that it is facing directly away from the centre of the charging unit. After pivoting the unit immediately makes a flee move. If a unit is already fleeing it must declare this reaction (note that a unit cannot make more than one charge reaction in a phase). 2. Charge Moves To complete a charge: Determine Charge Range: Roll two D6 and discard the lowest, this is the Charge roll. Add the Charge roll to the unit's Movement characteristic, this is the charge range. Move Charging Unit: If the charge range is sufficient to reach the target unit, perform a charge move. Failed Charges: If the charge distance isn't sufficient to reach the target unit, the charging unit moves directly towards the target a distance equal to the Charge roll. Charging a Fleeing Enemy: When charging a fleeing enemy: If the charging unit makes contact with the fleeing unit, it wheels to align and the fleeing unit is destroyed. The charging unit may take a Leadership test to attempt to reform. If the charging unit does not make contact with the fleeing unit, it moves forward its full charge range. 3. Compulsory Moves All compulsory moves are made during this sub-phase. 4. Remaining Moves Any remaining units may move during this sub-phase. Wizards may cast Conveyance spells. Marching: A marching unit can move up to double its Movement characteristic (triple, if in a Marching Column) and may wheel to change direction, but cannot perform any other manoeuvres. If a unit wishes to march while within 8\" of an enemy unit, they must first pass a Leadership test. Manoeuvres: During its movement, a unit may perform one of the following manoeuvres (note that no model may move more than double its Movement characteristic): Wheel: The leading edge of the unit moves forward, pivoting around one of its front corners. Turn: All models remain in place and turn through 90° or 180° to face their side or rear. For every 90° it turns, a unit uses a quarter of its Movement characteristic. Move Backwards: The unit halves its Movement characteristic and moves backwards. Move Sideways: The unit halves its Movement characteristic and moves sideways. Redress the Ranks: The unit uses half of its Movement characteristic to add or remove up to five models to or from its front rank. Reform: The unit uses its entire Movement characteristic to pivot about its centre to change its facing, and to rearrange itself as required to change formation or adopt a different formation. Shooting Phase The Shooting phase is broken down into several sub-phases and is followed in full for each shooting unit, one at a time: 1. Choose Unit & Declare Target A unit is selected to shoot and its target is declared. 2. Roll To Hit To determine if your models hit, roll To Hit using the below chart based on their Ballistic Skill: Roll to Hit Ballistic Skill 1 2 3 4 5 D6 roll To Hit 6+ 5+ 4+ 3+ 2+ One or more of the following modifiers may apply to your roll(s) To Hit: To Hit Modifiers Moving and Shooting -1 Firing at Long Range -1 Standing and Shooting -1 Target Behind Partial Cover -1 Target Behind Full Cover -2 3. Roll To Wound & Make Armour Saves Roll To Wound: For each hit, make a roll To Wound, cross-referencing the weapon's Strength with the target's Toughness on the below chart: Armour & Ward Saves: For each wound, your opponent can make an Armour Save roll. 4. Remove Casualties & Make Panic Tests Remove Casualties: Unsaved wounds are applied to the unit, each causing a model to lose one Wound. When a model has been reduced to zero Wounds, it is removed as a casualty. Make Panic Tests: If, during the Shooting phase, a unit loses more than a quarter (25%) of the models it contained at the beginning of the Shooting phase, it makes a Panic test. Misfire Tables If a 'Misfire' is rolled on an Artillery dice when firing a war machine, you may be required to roll on one of the following Misfire tables: Stone Thrower Misfire Table Stone Thrower Misfire Table D6 Result 1 Destroyed: The weapon cannot take the strain! Bits of wood and metal debris are thrown into the air and the stone tumbles to the ground. The model is destroyed and immediately removed from play. 2-4 Malfunction: One of the crew has become caught in the firing mechanism. This problem can be fixed, but only by partially dismantling the weapon, the crew member, or both. The crew immediately loses one Wound, the model fails to shoot this turn and cannot shoot before the end of the next round. 5-6 Twang: Something has snapped. This is a rather minor mishap, but one that will require plenty of elbow grease and strong language to repair. The model fails to shoot this turn. Black Powder Misfire Table Black Powder Misfire Table D6 Result 1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and a cloud of black smoke hanging in the air. The model is destroyed and immediately removed from play. 2-4 Malfunction: One of the crew has become caught in the firing mechanism. This problem can be fixed, but only by partially dismantling the weapon, the crew member, or both. The crew immediately loses one Wound, the model fails to shoot this turn and cannot shoot before the end of the next round. 5-6 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew will be feeling rather foolish! The model fails to shoot this turn. Combat Phase The Combat phase is broken up into several sub-phases. 1. Choose & Fight Combat This sub-phase is broken down into the following steps: 1.1. Choose Combat & Determine Who Can Fight The active player chooses which order the combats are resolved in. Each combat must be fully resolved before moving onto the next one. Each combat is resolved in Initiative order. Models in a charging unit gain a bonus to their Initiative for the remainder of the turn depending on how far they charged: Charging an Enemy in their Front Arc: +1 Initiative per full 1\" moved, to a maximum of +3. Charging an Enemy in their Flank or Rear Arc: +1 Initiative per full 1\" moved, to a maximum of +4. Each model in the fighting rank can attack, though models that are not in base contact with the enemy unit may only make one attack regardless of the number of attacks on their profile. 1.2. Roll To Hit Make a roll To Hit for each attacking model, cross-referencing their Weapon Skill with that of the model they are attacking: 1.3. Roll To Wound & Make Armour Saves For each hit, make a roll To Wound, crossreferencing the weapon's Strength with the target's Toughness on the below chart: For each wound, your opponent can make an Armour Save roll. 1.4. Remove Casualties Casualties are removed from the rear rank of the unit as normal, representing members of the rear ranks stepping forward to fill gaps left by fallen comrades. A model cannot attack during a phase in which it stepped forward. 2. Calculate Combat Result To determine your combat result score, consult the table below and calculate how many 'combat result points' your unit(s) scored: Combat Result Table Unsaved wounds inflicted 1 point each Rank Bonus +1 point/rank Standard +1 point Battle Standard +1 point Flank attack +1 point Rear attack +2 points High ground +1 point Overkill +1 point/excess wound Massed Infantry +1 point if higher Unit Strength Other bonuses As applicable 3. Break Test Each unit belonging to the losing side must make a Break test by rolling 2D6 and applying the difference between the winner and the loser's combat result scores as a negative modifier. Compare the result to the unit's Leadership characteristic: If the result of the natural roll is higher than the unit's Leadership, the unit 'Breaks' and flees. If the result of the natural roll is equal to or lower than the unit's Leadership, but the modified result is higher than the unit's Leadership, the unit Falls Back in Good Order. If the modified result is equal to or lower than the unit's Leadership, or if the roll is a natural double 1, the unit Gives Ground. 4. Follow Up & Pursuit Once Break tests have been made, but before any units Give Ground or make a Flee roll, the winning unit(s) must decide what they will do next: restrain and reform, follow up or pursue. Restrain & Reform: A unit that wishes to restrain & reform makes a Restraint test by testing against its Leadership. If this test is passed, it remains where it is and may make a free reform. Otherwise, it must follow up or pursue. Follow Up: If the enemy Gives Ground, the winning unit(s) move forwards to engage it once again. Before following up, a unit may perform a free turn manoeuvre (of 90° or 180°). Pursuit: If the enemy Falls Back in Good Order or flees, the winning unit(s) can pursue. Overrun: If a unit wiped out its enemy, it may overrun by making a pursuit move directly forwards. The Strategy Phase The Movement Phase The Shooting Phase The Combat Phase Templates Armour Piercing Templates Armour Piercing Armour Piercing Start of Turn Command Conjuration Rally Fleeing Units The Charge Move Moving and Shooting Firing at Long Range Standing and Shooting Target Behind Partial Cover Target Behind Full Cover Make Armour Saves (Shooting) Panic Tests Make Armour Saves (Combat) Stepping Forward & Closing In Unsaved Wounds Inflicted Rank Bonus Standards Standards Flank & Rear Attacks Flank & Rear Attacks The High Ground Overkill (Combat) Massed Infantry Unit Strength Other Bonuses Pursuit"},"2954":{"id":"realms-of-men/armylist/renegade-crowns","path":"realms-of-men/armylist/renegade-crowns","title":"Renegade Crowns","pathText":"realms of men armylist renegade crowns","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook, alongside various profiles from the Empire of Man, the Kingdom of Bretonnia and other army lists found in Forces of Fantasy and the Arcane Journals. If you wish to field a Renegade Crowns army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below. Over the following pages you will find new profiles and rules for certain models in your army, representing units unique to a Renegade Crowns army: Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Renegade Prince per 1,000 points Renegade Captains and Outcast Wizards Core At least 25% of your army's points value must be spent on: 0-1 unit of Veteran Sellswords per 1,000 Sellsword Infantry, Freeblade Knights and Hireling Outriders Free Company Militia and Empire Archers Special Up to 33% of your army’s points value may be spent on: Veteran Freeblades 0-2 Border Princes Mortars per 1,000 points Rare Up to 25% of your army’s points value may be spent on: Border Princes Brigands 0-1 war machine chosen from the following list per 1,000 points: Border Princes Organ Gun Border Princes Bombard Mercenaries Up to 33% of your army's points value may be spent on mercenaries, including: Any Dogs of War from any Arcane Journal (i.e., any unit that has the 'Dogs of War' rule, allowing it to be taken as Mercenaries in one or more Grand Army composition lists): Badlands Ogre Bulls Bonegrinder Giant Doomseeker Imperial Dwarf Mercenaries Imperial Ogres Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Renegade Captain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common magic items. Forming Units Warhammer Armies Renegade Prince Renegade Captain Outcast Wizard Veteran Sellswords Sellsword Infantry Freeblade Knights Hireling Outriders Free Company Militia Empire Archers Veteran Freeblades Border Princes Mortar Border Princes Brigands Border Princes Organ Gun Border Princes Bombard Mercenaries (Warhammer Armies) Dogs of War Badlands Ogre Bulls Bonegrinder Giant Doomseeker Imperial Dwarf Mercenaries Imperial Ogres Mercenaries Misbehaving Mercenaries The Battle Standard"},"2955":{"id":"realms-of-men/faction","path":"realms-of-men/faction","title":"Realms of Men","pathText":"realms of men faction","type":"army","body":"Rules Special Rules The Origins of the Infamous The Mercenary Hosts Phalanx The Outcast Knights The Outlaw & Renegade The Wandering Duelists Tilean Stoicism Noble Disdain Feint & Dodge Warhammer Armies Renegade Crowns Magic Items (and Abilities) Infamous Origins Units Character Renegade Captain Renegade Prince Mount Barded Warhorse Warhorse (Realms of Men) Infantry Sellsword Infantry Veteran Sellswords Cavalry Freeblade Knights Hireling Outriders Veteran Freeblades War Machine Border Princes Mortar Border Princes Organ Gun The Origins of the Infamous The Mercenary Hosts Phalanx The Outcast Knights The Outlaw & Renegade The Wandering Duelists Tilean Stoicism Noble Disdain Feint & Dodge Renegade Crowns Infamous Origins Renegade Captain Renegade Prince Barded Warhorse Warhorse (Realms of Men) Sellsword Infantry Veteran Sellswords Freeblade Knights Hireling Outriders Veteran Freeblades Border Princes Mortar Border Princes Organ Gun"},"2956":{"id":"realms-of-men/magic-item-list/infamous-origins","path":"realms-of-men/magic-item-list/infamous-origins","title":"Infamous Origins","pathText":"realms of men magic item list infamous origins","type":"rule","body":"From dishonoured knights to proud hunters, to stoic infantry commanders, those that rise to pwoer andinfamy in the Border Princes, however fleetingly bring with them a wild and eclectic mix of martial skills from the homes they left behind. To represent this, any Renegade Lords or Outcast Wizards within an army made using the Renegade Crowns Army of Infamy muster list may have a single Infamous Origin, chosen from those detailed on this page. Each Infamous Origin gives a character certain bonuses in the form of improved characteristics and additional special rules. In some cases, having a character with a particular Infamous Origin may grant additional benefits to other units in the same army. Infamous Origins The Might of Miragliano The Noble Outlaw The Renegade Knight The Wandering Diestro The Might of Miragliano The Noble Outlaw The Renegade Knight The Wandering Diestro"},"2957":{"id":"realms-of-men/magic-item/the-might-of-miragliano","path":"realms-of-men/magic-item/the-might-of-miragliano","title":"The Might of Miragliano","pathText":"realms of men magic item the might of miragliano","type":"magic-item","body":"Tilea is famous for its mercenary companies led by skilled commanders of great courage and repute. A model with the Might of Miragliano Infamous Origin: Has a +1 modifier to their Leadership characteristic. Gains the Stubborn and Tilean Stoicism special rules. Stubborn Tilean Stoicism"},"2958":{"id":"realms-of-men/magic-item/the-noble-outlaw","path":"realms-of-men/magic-item/the-noble-outlaw","title":"The Noble Outlaw","pathText":"realms of men magic item the noble outlaw","type":"magic-item","body":"The Border Princes are filled with ruthless outlaws and cutthroats that claim to be of noble birth. A model with the Noble Outlaw Infamous Origin: Has a +1 modifier to their Ballistic Skill and Leadership characteristics. Gains the \"Hold the Line\" special rule. May purchase magic items from the Empire of Man magic item lists in Forces of Fantasy and Arcane Journal - Empire of Man. May take one of the following: Handgun (+6 points) Repeater handgun (+8 points) Repeater pistol (+8 points) Shortbow (+2 points) Longbow (+4 points) May take one of the following special rules: Ambushers (+10 points) Scouts (+10 points) \"Hold the Line!\" Empire of Man Magic Items Handgun Repeater Handgun Repeater Pistol Shortbow Longbow Ambushers Scouts"},"2959":{"id":"realms-of-men/magic-item/the-renegade-knight","path":"realms-of-men/magic-item/the-renegade-knight","title":"The Renegade Knight","pathText":"realms of men magic item the renegade knight","type":"magic-item","body":"High born and haughty, renegade knights are often disdainful of lesser warriors. A model with the Renegade Knight Infamous Origin: Has a +1 modifier to their Weapon Skill and Strength characteristics. May purchase magic items from the Kingdom of Bretonnia magic item lists in Forces of Fantasy and Arcane Journal - Kingdom of Bretonnia. Gains the Noble Disdain and Veteran special rules. Kingdom of Bretonnia Magic Items Noble Disdain Veteran"},"2960":{"id":"realms-of-men/magic-item/the-wandering-diestro","path":"realms-of-men/magic-item/the-wandering-diestro","title":"The Wandering Diestro","pathText":"realms of men magic item the wandering diestro","type":"magic-item","body":"Many a skilled duellist of noble birth has been driven from their home due to intrigue and treachery. A model with the Wandering Diestro Infamous Origin: Has a +2 modifier to their Weapon Skill characteristic. Gains the Feint & Dodge special rule. May not take any weapons with the Strike Last special rule. May take an additional hand weapon (+3 points) Feint & Dodge Strike Last Two Hand Weapons/Additional Hand Weapon"},"2961":{"id":"realms-of-men/rule/feint-and-dodge","path":"realms-of-men/rule/feint-and-dodge","title":"Feint & Dodge","pathText":"realms of men rule feint and dodge","type":"rule","body":"Once per game, when an enemy model directs its attacks against a model with this special rule, you may make that enemy model re-roll its successful rolls To Hit."},"2962":{"id":"realms-of-men/rule/noble-disdain","path":"realms-of-men/rule/noble-disdain","title":"Noble Disdain","pathText":"realms of men rule noble disdain","type":"rule","body":"A model with this special rule whose troop type is Cavalry does not have to make a Panic test when a friendly unit whose troop type is infantry is destroyed whilst within 6\" of it, or when it is fled through by a friendly unit whose troop type is infantry. Cavalry Panic Tests Infantry"},"2963":{"id":"realms-of-men/rule/phalanx","path":"realms-of-men/rule/phalanx","title":"Phalanx","pathText":"realms of men rule phalanx","type":"rule","body":"A Close Order unit in which the majority of models have this special rule is considered to be in Combat Order rather than Marching Column even if it is deeper than it is wide, provided it contains enough models per rank to claim a rank bonus. Whilst such a unit is deeper than it is wide it can claim a rank bonus and can perform a charge move, but cannot march at triple its Movement characteristic. In addition, should such a unit be charged by an enemy unit with the First Charge special rule, it does not become Disrupted. If a unit with this special rule wishes to adopt Marching Column and march at triple its Movement characteristic, it must be deeper than it is wide and contain fewer models per rank than it requires to claim a rank bonus. Close Order Combat Order (Close Order) Marching Column First Charge Disrupted Units"},"2964":{"id":"realms-of-men/rule/the-mercenary-hosts","path":"realms-of-men/rule/the-mercenary-hosts","title":"The Mercenary Hosts","pathText":"realms of men rule the mercenary hosts","type":"rule","body":"Tilean mercenary regiments are renowned for the deep formations they adopt in battle, allowing rank upon rank of brave soldiers to overwhelm their enemies with their weight of numbers. For each character in your army that has the Might of Miragliano Infamous Origin, 0-1 unit of Sellsword Infantry or Veteran Sellsword Infantry may change its troop type to heavy infantry and may have the Phalanx special rule for +10 points per unit. Sellsword Infantry Veteran Sellswords Heavy Infantry Phalanx"},"2965":{"id":"realms-of-men/rule/the-origins-of-the-infamous","path":"realms-of-men/rule/the-origins-of-the-infamous","title":"The Origins of the Infamous","pathText":"realms of men rule the origins of the infamous","type":"rule","body":"Those that rise to power in the Border Princes are invariably outcasts from their homelands. Many such once-noble warriors will travel in the company of loyal retainers and bodyguards, whilst others will gather about them cadres of loyal companions or desperate cutthroats. Characters within a Renegade Crowns Army of Infamy can purchase an Infamous Origin. Based on these, some units in your army may gain additional benefits, as detailed below: The Mercenary Hosts The Outcast Knights The Outlaw & Renegade The Wandering Duelists Renegade Crowns Infamous Origins The Mercenary Hosts The Outcast Knights The Outlaw & Renegade The Wandering Duelists"},"2966":{"id":"realms-of-men/rule/the-outcast-knights","path":"realms-of-men/rule/the-outcast-knights","title":"The Outcast Knights","pathText":"realms of men rule the outcast knights","type":"rule","body":"Though their honour may be besmirched, outcast knights retain the appearance of chivalry upon the battlefield. For each character in your army that has the Renegade Knight Infamous Origin, 0-1 unit of Freeblade Knights or Veteran Freeblade Knights may have the Lance Formation and the Noble Disdain special rules for +2 points per model. Freeblade Knights Veteran Freeblades Lance Formation Noble Disdain"},"2967":{"id":"realms-of-men/rule/the-outlaw-and-renegade","path":"realms-of-men/rule/the-outlaw-and-renegade","title":"The Outlaw & Renegade","pathText":"realms of men rule the outlaw and renegade","type":"rule","body":"In the lawless reaches of the Old World, bandits and highwaymen stand ever ready to fall upon the unwary. For each character in your army that has the Noble Outlaw Infamous Origin, 0-1 unit of Hireling Outriders may have the Ambushers special rule for +1 point per model. Hireling Outriders Ambushers"},"2968":{"id":"realms-of-men/rule/the-wandering-duelists","path":"realms-of-men/rule/the-wandering-duelists","title":"The Wandering Duelists","pathText":"realms of men rule the wandering duelists","type":"rule","body":"Outcast nobles and skilled duelists from distant lands band together in their exile, forming companies of deadly warriors. For each character in your army that has the Wandering Diestro Infamous Origin, 0-1 unit of Border Princes Brigands may have a +1 modifier to their Weapon Skill characteristic for +2 points per model. In addition, once per game, models within this unit may make enemy models that direct their attacks against them during the Combat phase re-roll successful rolls To Hit. Border Princes Brigands"},"2969":{"id":"realms-of-men/rule/tilean-stoicism","path":"realms-of-men/rule/tilean-stoicism","title":"Tilean Stoicism","pathText":"realms of men rule tilean stoicism","type":"rule","body":"Should a character with this special rule join a unit prior to making their first Break Test of the game (i.e., whilst Stubborn), that unit gains the Stubborn special rule. However, should the character leave a unit they have joined for any reason prior to making their first Break Test of the game, that unit immediately loses the Stubborn special rule. Break Test Stubborn"},"2970":{"id":"realms-of-men/unit/border-princes-mortar","path":"realms-of-men/unit/border-princes-mortar","title":"Border Princes Mortar","pathText":"realms of men unit border princes mortar","type":"unit","body":"Mortar Gun Crew Cost 90 Base Size 50 x 75 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Mortar and hand weapons Special Rules Levies Skirmishers War Machines War Machines Mortars Hand Weapon Levies Levies Skirmish Formation Skirmish Formation"},"2971":{"id":"realms-of-men/unit/border-princes-organ-gun","path":"realms-of-men/unit/border-princes-organ-gun","title":"Border Princes Organ Gun","pathText":"realms of men unit border princes organ gun","type":"unit","body":"Organ Gun Gun Crew Cost 125 Base Size 50 x 50 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Organ gun and hand weapons Special Rules Levies Skirmishers War Machines War Machines Organ Guns Hand Weapon Levies Levies Skirmish Formation Skirmish Formation"},"2972":{"id":"realms-of-men/unit/freeblade-knights","path":"realms-of-men/unit/freeblade-knights","title":"Freeblade Knights","pathText":"realms of men unit freeblade knights","type":"unit","body":"Freeblade Knight Commander Warhorse Barded Warhorse Cost 18 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Freeblade Knights: Hand weapons and heavy armour Warhorses: Iron-shod hooves (counts as hand weapons) Barded Warhorses: Iron-shod hooves (counts as hand weapons) and barding Special Rules Close Order Counter Charge First Charge Swiftstride Options The entire unit must take one of the following: Lances (+1 point per model) Great weapons (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Commander (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Replace Warhorses with Barded Warhorses (+3 points per model) Heavy Cavalry Cavalry Hand Weapon Heavy Armour Hand Weapon Hand Weapon Barding Close Order Close Order Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride Lance Great Weapon Shield"},"2973":{"id":"realms-of-men/unit/hireling-outriders","path":"realms-of-men/unit/hireling-outriders","title":"Hireling Outriders","pathText":"realms of men unit hireling outriders","type":"unit","body":"Hireling Outrider Captain Warhorse Cost 11 Base Size 30 x 60 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Hireling Outriders: Hand weapons Warhorses: Iron-shod hooves (counts as hand weapons) Special Rules Fast Cavalry Fire & Flee Open Order Skirmishers Swiftstride Options The entire unit must take one of the following: Cavalry spears (+1 point per model) Shortbows (+1 point per model) Pistols (+3 points per model) Brace of pistols (+6 points per model) The entire unit may take one of the following: Light armour (+1 point per model) Heavy armour (+3 points per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Captain (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) 0-1 unit per 1,000 points may: Have the Feigned Flight special rule (+2 points per model) Have the Reserve Move special rule (+1 point per model) Have the Vanguard special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Feigned Flight Reserve Move Vanguard Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Cavalry Spear Shortbow Pistol Brace of Pistols Light Armour Heavy Armour Shield Feigned Flight Reserve Move Vanguard Feigned Flight Feigned Flight Reserve Move Reserve Move Vanguard Vanguard"},"2974":{"id":"realms-of-men/unit/renegade-captain","path":"realms-of-men/unit/renegade-captain","title":"Renegade Captain","pathText":"realms of men unit renegade captain","type":"unit","body":"Renegade Captain Cost 35 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Rallying Cry Veteran Warband Options May take one of the following: Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) Morning star (+3 points) May take one of the following: Warbow (+3 points) Crossbow (+4 points) Pistol (+5 points) Brace of pistols (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Warhorse (+12 points) Barded Warhorse (+16 points) A Renegade Captain may purchase magic items up to a total of 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Rallying Cry Rallying Cry Veteran Veteran Warband Warband Great Weapon Halberd Lance Morning Star Warbow Crossbow Pistol Brace of Pistols Shield Light Armour Heavy Armour Full Plate Armour Warhorse (Realms of Men) Barded Warhorse"},"2975":{"id":"realms-of-men/unit/renegade-prince","path":"realms-of-men/unit/renegade-prince","title":"Renegade Prince","pathText":"realms of men unit renegade prince","type":"unit","body":"Renegade Prince Cost 75 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Rallying Cry Veteran Warband Options May take one of the following: Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) Morning star (+3 points) May take one of the following: Warbow (+3 points) Crossbow (+4 points) Pistol (+5 points) Brace of pistols (+10 points) May take a shield (+2 points) May replace light armour with: Heavy armour (+3 points) Full plate armour (+6 points) May be mounted: Warhorse (+12 points) Barded Warhorse (+16 points) A Renegade Prince may purchase magic items up to a total of 100 points Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Rallying Cry Rallying Cry Veteran Veteran Warband Warband Great Weapon Halberd Lance Morning Star Warbow Crossbow Pistol Brace of Pistols Shield Light Armour Heavy Armour Full Plate Armour Warhorse (Realms of Men) Barded Warhorse"},"2976":{"id":"realms-of-men/unit/sellsword-infantry","path":"realms-of-men/unit/sellsword-infantry","title":"Sellsword Infantry","pathText":"realms of men unit sellsword infantry","type":"unit","body":"Sellsword Officer Cost 4 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Detachment Horde Regimental Unit Warband Options The entire unit may take one of the following: Thrusting spears (+1 point per model) Halberds (+1 point per model) Great weapons (+2 points per model) Crossbows (+2 points per model) Handguns (+3 points per model) The entire unit may: Take shields (+1 point per model) Replace light armour with heavy armour (+2 points per model) Any unit may: Upgrade one model to an Officer (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Horde Horde Regimental Unit Regimental Unit Warband Warband Thrusting Spear Halberd Great Weapon Crossbow Handgun Shield Light Armour Heavy Armour"},"2977":{"id":"realms-of-men/unit/veteran-freeblades","path":"realms-of-men/unit/veteran-freeblades","title":"Veteran Freeblades","pathText":"realms of men unit veteran freeblades","type":"unit","body":"Veteran Freeblade Commander Warhorse Barded Warhorse Cost 22 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Veteran Freeblades: Hand weapons and heavy armour Warhorses: Iron-shod hooves (counts as hand weapons) Barded Warhorses: Iron-shod hooves (counts as hand weapons) and barding Special Rules Close Order Counter Charge First Charge Swiftstride Veteran Options The entire unit must take one of the following: Lances (+1 point per model) Great weapons (+1 point per model) The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Commander (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Replace Warhorses with Barded Warhorses (+3 points per model) Any unit of Veteran Sellsword Knights may: Replace heavy armour with full plate armour (+4 points per model) Purchase a magic standard worth up to 50 points Heavy Cavalry Cavalry Hand Weapon Heavy Armour Hand Weapon Hand Weapon Barding Close Order Close Order Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride Veteran Veteran Lance Great Weapon Shield Veteran Heavy Armour Full Plate Armour"},"2978":{"id":"realms-of-men/unit/veteran-sellswords","path":"realms-of-men/unit/veteran-sellswords","title":"Veteran Sellswords","pathText":"realms of men unit veteran sellswords","type":"unit","body":"Veteran Sellsword Veteran Officer Cost 5 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Detachment Horde Regimental Unit Warband Veteran Options The entire unit may take one of the following: Thrusting spears (+1 point per model) Halberds (+1 point per model) Great weapons (+2 points per model) Crossbows (+2 points per model) Handguns (+3 points per model) The entire unit may: Take shields (+1 point per model) Replace light armour with heavy armour (+2 points per model) Any unit may: Upgrade one model to an Officer (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Any unit of Veteran Sellswords may: Purchase a magic standard worth up to 50 points Replace light armour with full plate armour (+4 points per model) Have the Drilled special rule (+1 point per model) Veteran Officer may purchase magic items up to a total of 25 points Optional Rules Drilled Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Detachment Special Rules Detachment Special Rules Horde Horde Regimental Unit Regimental Unit Warband Warband Veteran Veteran Thrusting Spear Halberd Great Weapon Crossbow Handgun Shield Light Armour Heavy Armour Veteran Light Armour Full Plate Armour Drilled Veteran Drilled Drilled"},"2979":{"id":"realms-of-men/unit/warhorse-realms-of-men","path":"realms-of-men/unit/warhorse-realms-of-men","title":"Warhorse (Realms of Men)","pathText":"realms of men unit warhorse realms of men","type":"unit","body":"Warhorse Cost Override +12 points Base Size 30 x 60 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) Special Rules Counter Charge First Charge Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride"},"2980":{"id":"regiments-of-renown/faction","path":"regiments-of-renown/faction","title":"Regiments of Renown","pathText":"regiments of renown faction","type":"army","body":"Units Character Prince Ulther's Dragon Company Prince Ulther's Dragon Company"},"2981":{"id":"regiments-of-renown/magic-item/dragonblade","path":"regiments-of-renown/magic-item/dragonblade","title":"Dragonblade","pathText":"regiments of renown magic item dragonblade","type":"magic-item","body":"Dragonblade Armour Bane (1) Magical Attacks Notes: Dragonblade is inscribed with a Rune of Fury and a Grudge Rune, as described in Forces of Fantasy. Armour Bane (X) Magical Attacks Rune of Fury* Grudge Rune*"},"2982":{"id":"regiments-of-renown/unit/prince-ulthers-dragon-company","path":"regiments-of-renown/unit/prince-ulthers-dragon-company","title":"Prince Ulther's Dragon Company","pathText":"regiments of renown unit prince ulthers dragon company","type":"unit","body":"Prince Ulther Stonehammer Borri Forkbeard (champion) Dragon Company trooper Cost 115 Base Size 25 x 25 mm Unit Size Minimum unit of four models: Prince Ulther, his champion Borri Forkbeard, his standard bearer and his musician (both Dragon Company troopers). To this, you may add any number of additional Dragon Company troopers. Troop Type Heavy Infantry Troop Type Named Character Unit Category Infantry Equipment Prince Ulther: Hand weapon, Dragonblade, brace of pistols, light armour and shield Borri Forkbeard: Hand weapon, great weapon, brace of pistols, light armour and shield Dragon Company Troopers: Hand weapon, brace of pistols, light armour and shields Special Rules Close Order Drilled Gromril Weapons Hatred (Orcs & Goblins) Magic Resistance (-1) Resolute Stubborn Options Additional Dragon Company Troopers (+14 points per model) Regiment of Renown: Prince Ulther's Dragon Company may be taken as Mercenaries in any Dwarfen Mountain Holds or Empire of Man army made using any army composition list that includes the option to field Mercenaries. Heavy Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Dragonblade Brace of Pistols Light Armour Shield Hand Weapon Great Weapon Brace of Pistols Light Armour Shield Hand Weapon Brace of Pistols Light Armour Shield Close Order Close Order Drilled Drilled Gromril Weapons Gromril Weapons Hatred (X) Hatred (X) Magic Resistance (-X) Magic Resistance (-X) Resolute Resolute Stubborn Stubborn"},"2983":{"id":"removing-casualties/prose","path":"removing-casualties/prose","title":"Removing Casualties","pathText":"removing casualties prose","type":"rule","body":"Throughout the course of a game, models will suffer 'wounds' from enemy attacks (in combat, from shooting, from magic spells and so on). Some of these wounds will be saved by a model’s armour, but others will not. For each unsaved wound a model suffers, it loses one Wound from its profile. When a model is reduced to zero Wounds, it becomes a casualty and is removed from play."},"2984":{"id":"removing-casualties/prose/multiple-wound-models","path":"removing-casualties/prose/multiple-wound-models","title":"Multiple Wound Models","pathText":"removing casualties prose multiple wound models","type":"rule","body":"Some models have more than one Wound on their profile. Should a unit of such models lose Wounds, you must remove as many whole models as possible. In other words, Wounds are lost by a single model until its Wounds characteristic is reduced to zero. Wounds are then lost by the next model, and so on. You cannot spread the loss of Wounds throughout the unit to avoid casualties. For example, a unit of Ogres, each with three Wounds on its profile (W3), loses five Wounds. One Ogre will lose all three of its Wounds and be removed as a casualty, and one Ogre will lose two Wounds, leaving it with only one Wound remaining."},"2985":{"id":"removing-casualties/prose/removing-casualties-from-units","path":"removing-casualties/prose/removing-casualties-from-units","title":"Removing Casualties From Units","pathText":"removing casualties prose removing casualties from units","type":"rule","body":"When removing casualties, models are always removed from one end of the back rank, either left to right or from right to left, as the owning player prefers, ensuring where possible that the remaining models are adjacent to one another, as shown in Fig 102.1."},"2986":{"id":"removing-casualties/prose/single-rank-units","path":"removing-casualties/prose/single-rank-units","title":"Single Rank Units","pathText":"removing casualties prose single rank units","type":"rule","body":"If a unit contains only a single rank, casualties must be removed evenly from either end of the rank."},"2987":{"id":"removing-casualties/prose/single-wound-models","path":"removing-casualties/prose/single-wound-models","title":"Single Wound Models","pathText":"removing casualties prose single wound models","type":"rule","body":"Most models have only a single Wound on their profile. When this is lost, they are removed from the battlefield as a casualty."},"2988":{"id":"removing-casualties/prose/stepping-forward","path":"removing-casualties/prose/stepping-forward","title":"Stepping Forward","pathText":"removing casualties prose stepping forward","type":"rule","body":"Although models are removed from the back of their unit, very often the casualties will have fallen elsewhere, usually in the front or fighting rank. Removing models from the back of a unit represents warriors behind the front rank 'stepping forward' to fill gaps in the front rank. However, a model cannot make any form of attack (shooting or combat) during a phase in which it stepped forward. It is too busy clambering over the fallen bodies of its comrades. The Fighting Rank"},"2989":{"id":"skaven/armylist/legacy","path":"skaven/armylist/legacy","title":"Skaven Legacy Army List","pathText":"skaven armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Skaven. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Skaven Warlord or Grey Seer per 1,000 points 0-1 Clan Skryre Warlock Engineer, Clan Eshin Master Assassin or Clan Pestilens Plague Priest per 1,000 points Skaven Chieftains Core At least 25% of your army's points value must be spent on: 0-1 unit of Stormvermin per 1,000 points 1+ unit of Clanrats per 1,000 points Night Runners, Giant Rats and Rat Swarms Special Up to 50% of your army's points value may be spent on: Gutter Runners 0-2 units of Rat Ogres per 1,000 points 0-1 unit of Plague Monks per Clan Pestilens Plague Priest taken 0-1 unit of Warplock Jezzails per Clan Skryre Warlock Engineer taken 0-1 unit of Poisoned Wind Globadiers per Clan Skryre Warlock Engineer taken Rare Up to 25% of your army's points value may be spent on: 0-1 Hell Pit Abomination per 1,000 points If your army includes one or more Clan Skryre Warlock Engineer, 0-1 of the following may be taken per 1,000 points: Doomwheel Warp Lightning Cannon If your army includes one or more Clan Pestilens Plague Priest, 0-1 of the following may be taken per 1,000 points: Plagueclaw Catapult Unit of Plague Censer Bearers Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Warriors of Chaos (Uneasy) Battle Standard Bearer A single Skaven Chieftain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Skaven Warlord Grey Seer Warlock Engineer Master Assassin Plague Priest Skaven Chieftain Stormvermin Clanrats Night Runners Giant Rats Rat Swarms Gutter Runners Rat Ogres Plague Monks Plague Priest Warplock Jezzails Warlock Engineer Poisoned Wind Globadiers Warlock Engineer Hell Pit Abomination Warlock Engineer Doomwheel Warp Lightning Cannon Plague Priest Plagueclaw Catapult Plague Censer Bearers Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Warriors of Chaos Uneasy Allied Contingents The Battle Standard"},"2990":{"id":"skaven/armylist/renegade-draft-1.5.2.2","path":"skaven/armylist/renegade-draft-1.5.2.2","title":"Renegade Skaven Army List","pathText":"skaven armylist renegade draft 1.5.2.2","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 0-1 Skaven Warlord or Clan Eshin Master Assassin per 1,000 points 0-1 Grey Seer per 1,000 points Clan Skryre Warlock Engineer, Clan Pestilens Plague Priest, or Skaven Chieftains Core At least 25% of your army’s points value must be spent on: OR 0-1 unit of Stormvermin (if Army includes a Skaven Warlord) 0-1 unit of Plague Monks (if Army includes a Clan Pestilens Plague Priest) Clanrats, Nightrunners, Giant Rats and Rat Swarms 0-1 Skaven Dregs for each unit of Clanrats taken. Special Up to 50% of your army’s points value may be spent on: Gutter Runners, Rat Ogres, Plague Monks, Stormvermin. If your army includes a Clan Skryre Warlock Engineer: Warplock Jezzails, Poisoned Wind Globadiers 0-1 per 1,000 points Rare Up to 25% of your army’s points value may be spent on: If your army includes a Clan Skryre Warlock Engineer, 0-1 of each* of the following may be taken per 1,000 points: If your army includes a Clan Pestilens Plague Priest, 0-1 of each* of the following may be taken per 1,000 points: 0-1 Hell Pit Abomination per 1,000 points If your army includes a Clan Skryre Warlock Engineer, 0-1 of each of the following may be taken per 1,000 points: Doomwheel Warp Lightning Cannon If your army includes a Clan Pestilens Plague Priest, 0-1 of each of the following may be taken per 1,000 points: Plagueclaw Catapult Unit of Plague Censer Bearers Mercenaries Up to 20% of your army’s points value may be spent on mercenaries. Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Battle Standard Bearer A single Skaven Chieftain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Warriors of Chaos (Uneasy) *Battle Standard Bearer"},"2991":{"id":"skaven/faction","path":"skaven/faction","title":"Skaven","pathText":"skaven faction","type":"army","body":"Rules Special Rules Eshin Infiltration Hidden (Skaven) Cloud of Flies Deploying Weapon Teams Weapon Team Leadership Targeting Weapon Teams Pavise Leader of the Pack (Skaven) Safe From Harm Blessings of the Horned Rat Tolling The Bell Great Censer Crushing Bulk Zzzzap! Abominable Attacks Feed Avalanche of Flesh Too Horrible To Die Lightning Strike Poisoned Wind Scurry Away Scurrying Masses Verminous Valour Warpstone Weapons Weapons of War Warplock Musket Warplock Pistol Plague Censer Doom-Flayer Poisoned Wind Mortar Ratling Gun Warpfire Thrower Warp Grinder Warplock Jezzail Poisoned Wind Globes Things-Catcher Billowing Death Warpstone Claws Warp Lightning Cannon Plagueclaw Catapult Warhammer Armies Skaven Legacy Army List The Lores of Magic Lore of the Horned Rat Magic Items (and Abilities) Skaven Magic Items Units Character Grey Seer Master Assassin Plague Priest Skaven Chieftain Skaven Warlord Warlock Engineer Infantry Clanrats Gutter Runners Master Moulder Night Runners Packmaster Plague Censer Bearers Plague Monks Poisoned Wind Globadiers Rat Ogres Rat Swarms Stormvermin Warplock Jezzails Weapon Team Cavalry Giant Rats Chariot Doomwheel Plague Furnace Screaming Bell Monster Hell Pit Abomination War Machine Plagueclaw Catapult Warp Lightning Cannon Eshin Infiltration Hidden (Skaven) Cloud of Flies Deploying Weapon Teams Weapon Team Leadership Targeting Weapon Teams Pavise Leader of the Pack (Skaven) Safe From Harm Blessings of the Horned Rat Tolling The Bell Great Censer Crushing Bulk Zzzzap! Abominable Attacks Feed Avalanche of Flesh Too Horrible To Die Lightning Strike Poisoned Wind Scurry Away Scurrying Masses Verminous Valour Warpstone Weapons Warplock Musket Warplock Pistol Plague Censer Doom-Flayer Poisoned Wind Mortar Ratling Gun Warpfire Thrower Warp Grinder Warplock Jezzail Poisoned Wind Globes Things-Catcher Billowing Death Warpstone Claws Warp Lightning Cannon Plagueclaw Catapult Skaven Legacy Army List Lore of the Horned Rat Skaven Magic Items Grey Seer Master Assassin Plague Priest Skaven Chieftain Skaven Warlord Warlock Engineer Clanrats Gutter Runners Master Moulder Night Runners Packmaster Plague Censer Bearers Plague Monks Poisoned Wind Globadiers Rat Ogres Rat Swarms Stormvermin Warplock Jezzails Weapon Team Giant Rats Doomwheel Plague Furnace Screaming Bell Hell Pit Abomination Plagueclaw Catapult Warp Lightning Cannon"},"2992":{"id":"skaven/magic-item-list/skaven-magic-items","path":"skaven/magic-item-list/skaven-magic-items","title":"Skaven Magic Items","pathText":"skaven magic item list skaven magic items","type":"rule","body":"These magic items are unique to Skaven armies. These can be purchased by models within a Skaven army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Skaven Magic Items Banner of Verminous Scurrying Blade of Nurglitch Brass Orb Cautious Shield Death Globe* Dwarf Hide Banner Grand Banner of Superiority Shadow Magnet Skalm Skavenbrew* Storm Banner Storm Daemon The Fellblade Warp Condenser Warpstone Amulet Warpstone Armour* Warpstone Tokens* Weeping Blade Banner of Verminous Scurrying Blade of Nurglitch Brass Orb Cautious Shield Death Globe* Dwarf Hide Banner Grand Banner of Superiority Shadow Magnet Skalm Skavenbrew* Storm Banner Storm Daemon The Fellblade Warp Condenser Warpstone Amulet Warpstone Armour* Warpstone Tokens* Weeping Blade"},"2993":{"id":"skaven/magic-item-list/skaven-renegade-draft-1.5.2.2","path":"skaven/magic-item-list/skaven-renegade-draft-1.5.2.2","title":"Skaven Renegade Magic Items","pathText":"skaven magic item list skaven renegade draft 1.5.2.2","type":"rule","body":"The Fellblade Weeping Blade Blade Of Nurglitch Death Globe* Warpstone Armour* Cautious Shield Shadow Magnet Warpstone Amulet Storm Banner Grand Banner Of Superiority Dwarf Hide Banner Banner Of Verminous Scurrying Plague Banner Brass Orb Skalm Skavenbrew* Warp Condenser Storm Daemon Warpstone Tokens* The Fellblade Weeping Blade Blade Of Nurglitch Death Globe* Warpstone Armour* Cautious Shield Shadow Magnet Warpstone Amulet Storm Banner Grand Banner Of Superiority Dwarf Hide Banner Banner Of Verminous Scurrying Plague Banner Brass Orb Skalm Skavenbrew* Warp Condenser Storm Daemon Warpstone Tokens*"},"2994":{"id":"skaven/magic-item/banner-of-verminous-scurrying","path":"skaven/magic-item/banner-of-verminous-scurrying","title":"Banner of Verminous Scurrying","pathText":"skaven magic item banner of verminous scurrying","type":"magic-item","body":"A great, skittering urgency fills those that scurry beneath this tattered banner. A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule. Swiftstride"},"2995":{"id":"skaven/magic-item/banner-of-verminous-scurrying-draft-1.5.2.2","path":"skaven/magic-item/banner-of-verminous-scurrying-draft-1.5.2.2","title":"Banner Of Verminous Scurrying","pathText":"skaven magic item banner of verminous scurrying draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule."},"2996":{"id":"skaven/magic-item/blade-of-nurglitch","path":"skaven/magic-item/blade-of-nurglitch","title":"Blade of Nurglitch","pathText":"skaven magic item blade of nurglitch","type":"magic-item","body":"Blessed by the Plaguelord of Clan Pestilens, even a scratch from this filth-encrusted weapon can turn into instant infection. Blade of Nurglitch Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game. Magical Attacks"},"2997":{"id":"skaven/magic-item/blade-of-nurglitch-draft-1.5.2.2","path":"skaven/magic-item/blade-of-nurglitch-draft-1.5.2.2","title":"Blade Of Nurglitch","pathText":"skaven magic item blade of nurglitch draft 1.5.2.2","type":"magic-item","body":"Blade of Nurglitch Magical Attacks Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game. Magical Attacks"},"2998":{"id":"skaven/magic-item/brass-orb","path":"skaven/magic-item/brass-orb","title":"Brass Orb","pathText":"skaven magic item brass orb","type":"magic-item","body":"This fist-sized orb of whirling cogs is capable of opening a crack into the twisting Realm of Chaos. Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty. The Combat Phase"},"2999":{"id":"skaven/magic-item/brass-orb-draft-1.5.2.2","path":"skaven/magic-item/brass-orb-draft-1.5.2.2","title":"Brass Orb","pathText":"skaven magic item brass orb draft 1.5.2.2","type":"magic-item","body":"Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a single model they are engaged in combat with. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty."},"3000":{"id":"skaven/magic-item/cautious-shield","path":"skaven/magic-item/cautious-shield","title":"Cautious Shield","pathText":"skaven magic item cautious shield","type":"magic-item","body":"This large, magical shield emphasises an already prominent trait of Skaven nature. The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase. If they do, until the end of this Combat phase it improves its armour save by 3, but their Attacks characteristic is reduced to 0. Shield Choose & Fight Combat The Combat Phase Make Armour Saves (Combat)"},"3001":{"id":"skaven/magic-item/cautious-shield-draft-1.5.2.2","path":"skaven/magic-item/cautious-shield-draft-1.5.2.2","title":"Cautious Shield","pathText":"skaven magic item cautious shield draft 1.5.2.2","type":"magic-item","body":"The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase. If they do, until the end of this Combat phase it improves its armour value by 3, but their Attacks characteristic is reduced to 0."},"3002":{"id":"skaven/magic-item/death-globe","path":"skaven/magic-item/death-globe","title":"Death Globe*","pathText":"skaven magic item death globe","type":"magic-item","body":"Warlock Engineers often carry much improved and far more deadly versions of the globes wielded by Poisoned Wind Globadiers. Death Globe Magical Attacks Move & Shoot Notes: Single use. A model armed with a Death Globe must target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3\") blast template over the target model. Any model whose base lies underneath the template must make an Initiative test. If this test is failed, they lose a single Wound. Magical Attacks Move & Shoot"},"3003":{"id":"skaven/magic-item/death-globe-draft-1.5.2.2","path":"skaven/magic-item/death-globe-draft-1.5.2.2","title":"Death Globe*","pathText":"skaven magic item death globe draft 1.5.2.2","type":"magic-item","body":"Death Globe Poisoned Wind Single use. A model armed with a Death Globe may target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3\") blast template over the target model. Any model whose base lies underneath the template risks being hit. Poisoned Wind"},"3004":{"id":"skaven/magic-item/dwarf-hide-banner","path":"skaven/magic-item/dwarf-hide-banner","title":"Dwarf Hide Banner","pathText":"skaven magic item dwarf hide banner","type":"magic-item","body":"Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies. A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules. Hatred (X) Stubborn"},"3005":{"id":"skaven/magic-item/dwarf-hide-banner-draft-1.5.2.2","path":"skaven/magic-item/dwarf-hide-banner-draft-1.5.2.2","title":"Dwarf Hide Banner","pathText":"skaven magic item dwarf hide banner draft 1.5.2.2","type":"magic-item","body":"A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules."},"3006":{"id":"skaven/magic-item/grand-banner-of-superiority","path":"skaven/magic-item/grand-banner-of-superiority","title":"Grand Banner of Superiority","pathText":"skaven magic item grand banner of superiority","type":"magic-item","body":"This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans. When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points. Calculate Combat Result"},"3007":{"id":"skaven/magic-item/grand-banner-of-superiority-draft-1.5.2.2","path":"skaven/magic-item/grand-banner-of-superiority-draft-1.5.2.2","title":"Grand Banner Of Superiority","pathText":"skaven magic item grand banner of superiority draft 1.5.2.2","type":"magic-item","body":"When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points."},"3008":{"id":"skaven/magic-item/plague-banner-draft-1.5.2.2","path":"skaven/magic-item/plague-banner-draft-1.5.2.2","title":"Plague Banner","pathText":"skaven magic item plague banner draft 1.5.2.2","type":"magic-item","body":"Unit of Plague Monks Only. Single use. The Plague Banner may be activated at the start of any Combat Phase. For the remainder of the phase all Plague Monk models in the unit may re-roll failed To Hit rolls and failed To Wound rolls."},"3009":{"id":"skaven/magic-item/shadow-magnet","path":"skaven/magic-item/shadow-magnet","title":"Shadow Magnet","pathText":"skaven magic item shadow magnet","type":"magic-item","body":"Warpstone-contaminated veins of ore can absorb light and cast an aura of deep, shadowy darkness. Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"3010":{"id":"skaven/magic-item/shadow-magnet-draft-1.5.2.2","path":"skaven/magic-item/shadow-magnet-draft-1.5.2.2","title":"Shadow Magnet","pathText":"skaven magic item shadow magnet draft 1.5.2.2","type":"magic-item","body":"Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier."},"3011":{"id":"skaven/magic-item/skalm","path":"skaven/magic-item/skalm","title":"Skalm","pathText":"skaven magic item skalm","type":"magic-item","body":"This rare healing balm is smeared on wounds and is even rumoured to prolong a Skaven's life. Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn sub-phase, has a +1 modifier to their Toughness characteristic. Command Start of Turn"},"3012":{"id":"skaven/magic-item/skalm-draft-1.5.2.2","path":"skaven/magic-item/skalm-draft-1.5.2.2","title":"Skalm","pathText":"skaven magic item skalm draft 1.5.2.2","type":"magic-item","body":"Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers D3 lost wounds and, until your next Start of Turn sub-phase, has a +1 modifier to their Toughness characteristic."},"3013":{"id":"skaven/magic-item/skavenbrew","path":"skaven/magic-item/skavenbrew","title":"Skavenbrew*","pathText":"skaven magic item skavenbrew","type":"magic-item","body":"Brewed from warpstone and blood, Skavenbrew drives humble Skaven into a fighting frenzy. Single use. Skaven Warlords and Skaven Chieftains only. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule. Command Leadership Tests Frenzy"},"3014":{"id":"skaven/magic-item/skavenbrew-draft-1.5.2.2","path":"skaven/magic-item/skavenbrew-draft-1.5.2.2","title":"Skavenbrew*","pathText":"skaven magic item skavenbrew draft 1.5.2.2","type":"magic-item","body":"Single use. Skaven Warlords and Skaven Chieftains only. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule."},"3015":{"id":"skaven/magic-item/storm-banner","path":"skaven/magic-item/storm-banner","title":"Storm Banner","pathText":"skaven magic item storm banner","type":"magic-item","body":"This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury. Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier. Command Start of Turn Fly (X)"},"3016":{"id":"skaven/magic-item/storm-banner-draft-1.5.2.2","path":"skaven/magic-item/storm-banner-draft-1.5.2.2","title":"Storm Banner","pathText":"skaven magic item storm banner draft 1.5.2.2","type":"magic-item","body":"Single use. A unit carrying the Storm Banner may activate it during any Command sub-phase. For this player turn and the next: all friendly and enemy units cannot use the Fly (X) special rule, the range of all missile weapons is halved (rounding fractions up) and all war machines cannot shoot."},"3017":{"id":"skaven/magic-item/storm-daemon","path":"skaven/magic-item/storm-daemon","title":"Storm Daemon","pathText":"skaven magic item storm daemon","type":"magic-item","body":"Created by the Warlock Engineers of Clan Skryre, this warpstone-powered device crackles with barely contained power. This model can cast the following Bound spell, with a Power Level of 1: Type Magic Missile Casting Value 8+ Range 18\" The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -2. Bound Spells Magic Missiles Armour Piercing"},"3018":{"id":"skaven/magic-item/storm-daemon-draft-1.5.2.2","path":"skaven/magic-item/storm-daemon-draft-1.5.2.2","title":"Storm Daemon","pathText":"skaven magic item storm daemon draft 1.5.2.2","type":"magic-item","body":"The wielder of the Storm Daemon can cast the Warp Lightning spell from the Lore of the Horned Rat as a Bound spell, with a Power Level of 2."},"3019":{"id":"skaven/magic-item/the-fellblade","path":"skaven/magic-item/the-fellblade","title":"The Fellblade","pathText":"skaven magic item the fellblade","type":"magic-item","body":"This most terrible of weapons was forged to slay Nagash himself. No foe can stand before it and even the wielder must eventually succumb to its baleful effects. The Fellblade Magical Attacks Multiple Wounds (D3) Notes: Characters whose Troop Type is infantry only. No armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D3. On a roll of 1, they lose a single Wound. Magical Attacks Multiple Wounds (X) Infantry Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3020":{"id":"skaven/magic-item/the-fellblade-draft-1.5.2.2","path":"skaven/magic-item/the-fellblade-draft-1.5.2.2","title":"The Fellblade","pathText":"skaven magic item the fellblade draft 1.5.2.2","type":"magic-item","body":"The Fellblade Magical Attacks Multiple Wounds (D3) Poisoned Attacks No Armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 3+ there is no effect. On a roll of 1-2 the wielder suffers a single wound with no Armour Save allowed. Ward and Regeneration saves may be taken as normal. Magical Attacks Multiple Wounds (X) Poisoned Attacks"},"3021":{"id":"skaven/magic-item/warp-condenser","path":"skaven/magic-item/warp-condenser","title":"Warp Condenser","pathText":"skaven magic item warp condenser","type":"magic-item","body":"This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic. The bearer of the Warp Condenser increases their Dispel range by 3\". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table. Magic Missiles Casting Roll, Casting Result & Casting Value Miscast Table"},"3022":{"id":"skaven/magic-item/warp-condenser-draft-1.5.2.2","path":"skaven/magic-item/warp-condenser-draft-1.5.2.2","title":"Warp Condenser","pathText":"skaven magic item warp condenser draft 1.5.2.2","type":"magic-item","body":"The bearer of the Warp Condenser increases their Dispel range by 3\". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table."},"3023":{"id":"skaven/magic-item/warpstone-amulet","path":"skaven/magic-item/warpstone-amulet","title":"Warpstone Amulet","pathText":"skaven magic item warpstone amulet","type":"magic-item","body":"The Warpstone Amulet radiates disharmony and confusion, so that anyone who attacks its bearer becomes dazed and bewildered. The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"3024":{"id":"skaven/magic-item/warpstone-amulet-draft-1.5.2.2","path":"skaven/magic-item/warpstone-amulet-draft-1.5.2.2","title":"Warpstone Amulet","pathText":"skaven magic item warpstone amulet draft 1.5.2.2","type":"magic-item","body":"The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack."},"3025":{"id":"skaven/magic-item/warpstone-armour","path":"skaven/magic-item/warpstone-armour","title":"Warpstone Armour*","pathText":"skaven magic item warpstone armour","type":"magic-item","body":"Cunningly wrought of warpstone-infused iron, this heavy suit of armour protects without stifling the Winds of Magic. The Warpstone Armour is a suit of heavy armour which may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. Heavy Armour Shield Barding"},"3026":{"id":"skaven/magic-item/warpstone-armour-draft-1.5.2.2","path":"skaven/magic-item/warpstone-armour-draft-1.5.2.2","title":"Warpstone Armour*","pathText":"skaven magic item warpstone armour draft 1.5.2.2","type":"magic-item","body":"The Warpstone Armour is a suit of heavy armour which may be purchased and worn even if the character does not have the option to be equipped with armour. A Wizard may wear this armour without penalty."},"3027":{"id":"skaven/magic-item/warpstone-tokens","path":"skaven/magic-item/warpstone-tokens","title":"Warpstone Tokens*","pathText":"skaven magic item warpstone tokens","type":"magic-item","body":"Pieces of refined warpstone are consumed by power-hungry Skaven Wizards. A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound. Casting Roll, Casting Result & Casting Value"},"3028":{"id":"skaven/magic-item/warpstone-tokens-draft-1.5.2.2","path":"skaven/magic-item/warpstone-tokens-draft-1.5.2.2","title":"Warpstone Tokens*","pathText":"skaven magic item warpstone tokens draft 1.5.2.2","type":"magic-item","body":"A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. After the casting roll, roll a D6. On a roll of one the Wizard loses a single Wound."},"3029":{"id":"skaven/magic-item/weeping-blade","path":"skaven/magic-item/weeping-blade","title":"Weeping Blade","pathText":"skaven magic item weeping blade","type":"magic-item","body":"This weapon weeps a venom so corrosive it can melt through armour with ease to deeply pierce and poison the flesh beneath. Weeping Blade Magical Attacks Multiple Wounds (D3) Poisoned Attacks Magical Attacks Multiple Wounds (X) Poisoned Attacks"},"3030":{"id":"skaven/magic-item/weeping-blade-draft-1.5.2.2","path":"skaven/magic-item/weeping-blade-draft-1.5.2.2","title":"Weeping Blade","pathText":"skaven magic item weeping blade draft 1.5.2.2","type":"magic-item","body":"Weeping Blade Magical Attacks Multiple Wounds (D3) Poisoned Attacks Magical Attacks Multiple Wounds (X) Poisoned Attacks"},"3031":{"id":"skaven/magic-lore/lore-of-the-horned-rat","path":"skaven/magic-lore/lore-of-the-horned-rat","title":"Lore of the Horned Rat","pathText":"skaven magic lore lore of the horned rat","type":"magic-lore","body":"Lore of the Horned Rat Skitterleap Signature Spell Warp Lightning Signature Spell Cloud of Corruption Signature Spell Skitterleap Warp Lightning Cloud of Corruption"},"3032":{"id":"skaven/magic-lore/lore-of-the-horned-rat-draft-1.5.2.2","path":"skaven/magic-lore/lore-of-the-horned-rat-draft-1.5.2.2","title":"Lore of the Horned Rat","pathText":"skaven magic lore lore of the horned rat draft 1.5.2.2","type":"magic-lore","body":"Lore of the Horned Rat A Wizard with the ‘Lore of the Horned Rat’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Effect: This spell can only target friendly characters whose Troop Type is ‘infantry,’ but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere completely within 24\" of its original location, but not within 6\" of any enemy models. The target cannot move again during this Movement phase. Note that this spell allows a character to leave combat. Skitterleap Signature Spell Warp Lightning Signature Spell Cloud Of Corruption Signature Spell Skitterleap Warp Lightning Cloud Of Corruption"},"3033":{"id":"skaven/rule/abominable-attacks","path":"skaven/rule/abominable-attacks","title":"Abominable Attacks","pathText":"skaven rule abominable attacks","type":"rule","body":"A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk. Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks: Feed & Avalanche of Flesh Feed Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Avalanche of Flesh Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. The Combat Phase Feed Avalanche of Flesh Feed Make Armour Saves (Combat) Ward Saves Regeneration (X+) Avalanche of Flesh Armour Piercing"},"3034":{"id":"skaven/rule/abominable-attacks-draft-1.5.2.2","path":"skaven/rule/abominable-attacks-draft-1.5.2.2","title":"Abominable Attacks","pathText":"skaven rule abominable attacks draft 1.5.2.2","type":"rule","body":"Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks: Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Avalanche of Flesh: Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2."},"3035":{"id":"skaven/rule/avalanche-of-flesh","path":"skaven/rule/avalanche-of-flesh","title":"Avalanche of Flesh","pathText":"skaven rule avalanche of flesh","type":"rule","body":"Place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. Armour Piercing"},"3036":{"id":"skaven/rule/blessings-of-the-horned-rat","path":"skaven/rule/blessings-of-the-horned-rat","title":"Blessings of the Horned Rat","pathText":"skaven rule blessings of the horned rat","type":"rule","body":"The Horned Rat protects its favoured followers, warding them against the weapons of their enemies. This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"3037":{"id":"skaven/rule/blessings-of-the-horned-rat-draft-1.5.2.2","path":"skaven/rule/blessings-of-the-horned-rat-draft-1.5.2.2","title":"Blessings Of The Horned Rat","pathText":"skaven rule blessings of the horned rat draft 1.5.2.2","type":"rule","body":"This model has a 5+ Ward save against any wounds suffered. In addition, any unit joined by the Screaming Bell gains the Stubborn special rule."},"3038":{"id":"skaven/rule/cloud-of-flies","path":"skaven/rule/cloud-of-flies","title":"Cloud of Flies","pathText":"skaven rule cloud of flies","type":"rule","body":"Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies. Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit. The Combat Phase"},"3039":{"id":"skaven/rule/cloud-of-flies-draft-1.5.2.2","path":"skaven/rule/cloud-of-flies-draft-1.5.2.2","title":"Cloud of Flies","pathText":"skaven rule cloud of flies draft 1.5.2.2","type":"rule","body":"Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies. Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit."},"3040":{"id":"skaven/rule/cornered-rats-draft-1.5.2.2","path":"skaven/rule/cornered-rats-draft-1.5.2.2","title":"Cornered Rats","pathText":"skaven rule cornered rats draft 1.5.2.2","type":"rule","body":"Should a unit of Skaven Dregs ever break and flee from combat, treat the unit as completely destroyed and remove it from play. If the unit contains ten or more models, before removing it, every unit (friend or foe) within 2D6\" of it suffers D3 Strength 3 hits. For every additional five Skaven Dregs the unit contains greater than five, apply a +1 modifier to the D3 to a maximum of +3. Opponents that were engaged in combat with this unit may then attempt to restrain and reform, or 'overrun'. Notes: A Packmaster or Master Moulder upgrade for this unit loses the Warband special rule and adds the Levies and Expendable special rule."},"3041":{"id":"skaven/rule/crushing-bulk","path":"skaven/rule/crushing-bulk","title":"Crushing Bulk","pathText":"skaven rule crushing bulk","type":"rule","body":"The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy. Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase. Stomp Attacks (X) Armour Piercing Impact Hits (X) Leadership Tests Disrupted Units The Combat Phase"},"3042":{"id":"skaven/rule/crushing-bulk-draft-1.5.2.2","path":"skaven/rule/crushing-bulk-draft-1.5.2.2","title":"Crushing Bulk","pathText":"skaven rule crushing bulk draft 1.5.2.2","type":"rule","body":"Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -2. In addition, the first time in the game that any enemy unit suffers Impact Hits from this model, the enemy unit becomes Disrupted until the end of the current Combat phase."},"3043":{"id":"skaven/rule/deploying-weapon-teams","path":"skaven/rule/deploying-weapon-teams","title":"Deploying Weapon Teams","pathText":"skaven rule deploying weapon teams","type":"rule","body":"A Weapon Team must be deployed at the same time as its 'parent' unit (the unit it was bought as an upgrade for), and must be deployed within 3\" of that unit."},"3044":{"id":"skaven/rule/dodge-draft-1.5.2.2","path":"skaven/rule/dodge-draft-1.5.2.2","title":"Dodge","pathText":"skaven rule dodge draft 1.5.2.2","type":"rule","body":"This model has a 5+ Ward Save."},"3045":{"id":"skaven/rule/doomwheel-mishap-chart-draft-1.5.2.2","path":"skaven/rule/doomwheel-mishap-chart-draft-1.5.2.2","title":"Doomwheel Mishap Chart","pathText":"skaven rule doomwheel mishap chart draft 1.5.2.2","type":"rule","body":"D6 Result 1-2 Disaster: The Doomwheel immediately takes D6 Strength 5 hits. In addition, the Doomwheel loses 1 D6 from their Random Movement (X) special rule. If Random Movement (X) is reduced to zero, the Doomwheel is removed as a casualty and counts as destroyed. 3-5 Out of Control: If the Doomwheel is unengaged in combat, roll the scatter dice. Pivot the model so that it is facing in the direction of the arrow (including a Hit). The Doomwheel immediately moves as far as possible in a straight line using its current Random Movement (X) characteristic. If it makes contact with an enemy unit, the Doomwheel counts as having charged, aligns against the enemy unit and stops moving. If the Doomwheel makes contact with a friendly unit, resolve Impact Hits immediately after contact and then move the Doomwheel directly away 1\". 6 Burst of Speed: The Doomwheel gains an extra D6 to their Random Movement (X) special rule to a maximum of 4D6."},"3046":{"id":"skaven/rule/eshin-infiltration","path":"skaven/rule/eshin-infiltration","title":"Eshin Infiltration","pathText":"skaven rule eshin infiltration","type":"rule","body":"Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by. When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12\" of a revealed Master Assassin, but not within 6\" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. Note that this character cannot use this special rule whilst it remains hidden. Ambushers Hidden (Skaven)"},"3047":{"id":"skaven/rule/eshin-infiltration-draft-1.5.2.2","path":"skaven/rule/eshin-infiltration-draft-1.5.2.2","title":"Eshin Infiltration","pathText":"skaven rule eshin infiltration draft 1.5.2.2","type":"rule","body":"When a friendly unit of Night Runners or Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12\" of a revealed Master Assassin, but not within 6\" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. Note that this character cannot use this special rule whilst it remains hidden."},"3048":{"id":"skaven/rule/expendable-draft-1.5.2.2","path":"skaven/rule/expendable-draft-1.5.2.2","title":"Expendable","pathText":"skaven rule expendable draft 1.5.2.2","type":"rule","body":"If all friendly Skaven models engaged in a combat have this rule, friendly Skaven units may target the engaged enemy units in that combat during the Shooting Phase. Resolve all rolls to hit as normal. Then, using all failed to hit rolls, roll to wound on a unit with the Expendable special rule engaged in the combat chosen by your opponent. If firing with a model using a blast template, centre the template over a fighting rank so that it touches both friendly and enemy models as equally as possible with as many models as possible. Roll to scatter and resolve the attack as normal. If using a Magic Missile to target an enemy unit engaged with a friendly unit with this rule, failed casting rolls (but not successfully dispelled rolls or miscasts) count as successfully cast on a friendly unit with the Expendable special rule engaged in the combat chosen by your opponent."},"3049":{"id":"skaven/rule/feed","path":"skaven/rule/feed","title":"Feed","pathText":"skaven rule feed","type":"rule","body":"Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3050":{"id":"skaven/rule/great-censer","path":"skaven/rule/great-censer","title":"Great Censer","pathText":"skaven rule great censer","type":"rule","body":"As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect. Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2. In addition, whilst within 3\" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1). Stomp Attacks (X) Armour Piercing"},"3051":{"id":"skaven/rule/great-censer-draft-1.5.2.2","path":"skaven/rule/great-censer-draft-1.5.2.2","title":"Great Censer","pathText":"skaven rule great censer draft 1.5.2.2","type":"rule","body":"Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2. In addition, whilst within 6\" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1)."},"3052":{"id":"skaven/rule/hidden-draft-1.5.2.2","path":"skaven/rule/hidden-draft-1.5.2.2","title":"Hidden","pathText":"skaven rule hidden draft 1.5.2.2","type":"rule","body":"Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within. A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit. If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General."},"3053":{"id":"skaven/rule/hidden-skaven","path":"skaven/rule/hidden-skaven","title":"Hidden (Skaven)","pathText":"skaven rule hidden skaven","type":"rule","body":"Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy. Master Assassins are not placed on the battlefield at the start of the game. Instead, they are 'hidden' within a friendly Skaven unit whose troop type is infantry and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within. A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit. If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General. Infantry Unit Strength Start of Turn The Combat Phase The General (Characters)"},"3054":{"id":"skaven/rule/leader-of-the-pack-draft-1.5.2.2","path":"skaven/rule/leader-of-the-pack-draft-1.5.2.2","title":"Leader Of The Pack","pathText":"skaven rule leader of the pack draft 1.5.2.2","type":"rule","body":"Models with this special rule can only be taken as part of a unit of Dregs, Rat Ogres, or Giant Rats. Models with this special rule may be positioned behind the front rank of their unit. Note that a Master Moulder may “move through the ranks” as if he was a character and may issue and accept challenges even if they are not within the fighting rank."},"3055":{"id":"skaven/rule/leader-of-the-pack-skaven","path":"skaven/rule/leader-of-the-pack-skaven","title":"Leader of the Pack (Skaven)","pathText":"skaven rule leader of the pack skaven","type":"rule","body":"Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe. Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns). Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank. Command Groups The Fighting Rank"},"3056":{"id":"skaven/rule/life-is-cheap-draft-1.5.2.2","path":"skaven/rule/life-is-cheap-draft-1.5.2.2","title":"Life is Cheap","pathText":"skaven rule life is cheap draft 1.5.2.2","type":"rule","body":"Providing the Globadiers are not in base contact with an enemy model, they may target any enemy unit within range and line of sight, even if that unit is engaged in close combat. Resolve all rolls to hit as normal. Then, using all failed to hit rolls, roll to wound on a friendly unit engaged in the combat chosen by your opponent."},"3057":{"id":"skaven/rule/lightning-strike","path":"skaven/rule/lightning-strike","title":"Lightning Strike","pathText":"skaven rule lightning strike","type":"rule","body":"When shooting with this weapon, draw a straight line, 8D6\" in length, from the model's base edge. Any model (friend or foe) whose base falls under this line suffers a hit, the Strength of which is determined by rolling an Artillery dice. If a 'Misfire' is rolled when rolling to determine the Strength of this weapon, something has gone horribly wrong. Roll immediately on the Warp Lightning Misfire table to determine exactly what. D6 Result 1 Meltdown: The machine and its crew explode in a spectacular green fireball. The model fails to shoot this turn. Instead, it is destroyed and immediately removed from play. 2-4 Energy Overload: Unfathomable energies spin the war machine around before it unleashes a potent blast of warp lightning. The Warp Lightning Cannon shoots with a Strength of 6 in a random direction, determined by rolling a Scatter dice. 5-6 Fzzzt: With a high-pitched screech, followed by a descending, whirring noise, the energy dissipates harmlessly. The model fails to shoot this turn."},"3058":{"id":"skaven/rule/lightning-strike-draft-1.5.2.2","path":"skaven/rule/lightning-strike-draft-1.5.2.2","title":"Lightning Strike","pathText":"skaven rule lightning strike draft 1.5.2.2","type":"rule","body":"When shooting with this weapon, draw a straight line, 8D6\" in length, from the model’s base edge. Any model (friend or foe) whose base falls under this line suffers a hit, the Strength of which is determined by rolling an Artillery dice. If a ‘Misfire’ is rolled when rolling to determine the Strength of this weapon, something has gone horribly wrong. Roll immediately on the Skaven Misfire table to determine exactly what. Note: Unless they are the closest model to the cannon, an enemy character that is within 3” of a friendly unit that contains five or more models of the same troop type cannot be struck by a Warp Lightning Cannon, even if their base lies directly under the path of the line drawn from this model."},"3059":{"id":"skaven/rule/pavise","path":"skaven/rule/pavise","title":"Pavise","pathText":"skaven rule pavise","type":"rule","body":"A pavise is a large, heavy shield, anchored to the ground by iron spikes. A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder's front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder's flank or rear arcs. Armour Value"},"3060":{"id":"skaven/rule/pavise-draft-1.5.2.2","path":"skaven/rule/pavise-draft-1.5.2.2","title":"Pavise","pathText":"skaven rule pavise draft 1.5.2.2","type":"rule","body":"A pavise is a large, heavy shield, anchored to the ground by iron spikes. A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs."},"3061":{"id":"skaven/rule/plague-disciples-draft-1.5.2.2","path":"skaven/rule/plague-disciples-draft-1.5.2.2","title":"Plague Disciples","pathText":"skaven rule plague disciples draft 1.5.2.2","type":"rule","body":"When used as a detachment, Models with this special rule may only be taken as a detachment for a regiment of Plague Monks."},"3062":{"id":"skaven/rule/poisoned-wind","path":"skaven/rule/poisoned-wind","title":"Poisoned Wind","pathText":"skaven rule poisoned wind","type":"rule","body":"Poisoned Wind is one of the most infamous weapons of the Skaven, who first deployed it during bitter tunnel fighting against the Dwarfs of the Worlds Edge Mountains. When a model using a weapon with this special rule makes a roll To Wound, a roll of 6+ is always a success, even if the target's Toughness is so high that the weapon would not normally be able to wound it. Finally, no armour save is permitted against wounds caused by a weapon with this special rule (Ward and Regeneration saves can be attempted as normal). Note that models wielding weapons that have this special rule are immune to this special rule. Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3063":{"id":"skaven/rule/poisoned-wind-draft-1.5.2.2","path":"skaven/rule/poisoned-wind-draft-1.5.2.2","title":"Poisoned Wind","pathText":"skaven rule poisoned wind draft 1.5.2.2","type":"rule","body":"When a model using a weapon with this special rule makes a roll To Wound, a roll of 5+ is always a success, even if the target's Toughness is so high that the weapon would not normally be able to wound it. Finally, no armour save is permitted against wounds caused by a weapon with this special rule (Ward and Regeneration saves can be attempted as normal). Note that models wielding weapons that have this special rule are immune to this special rule."},"3064":{"id":"skaven/rule/pushed-into-battle-draft-1.5.2.2","path":"skaven/rule/pushed-into-battle-draft-1.5.2.2","title":"Pushed Into Battle","pathText":"skaven rule pushed into battle draft 1.5.2.2","type":"rule","body":"A model with this special rule may join a unit of Infantry with unit strength 10 or more despite being a Heavy Chariot. If it does so, it must always be placed in the centre of the front rank, and it no longer has the Lumbering rule (Rulebook p. 195). Only one model with this special rule may join each unit."},"3065":{"id":"skaven/rule/safe-from-harm","path":"skaven/rule/safe-from-harm","title":"Safe From Harm","pathText":"skaven rule safe from harm","type":"rule","body":"Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk. When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit."},"3066":{"id":"skaven/rule/scurry-away","path":"skaven/rule/scurry-away","title":"Scurry Away","pathText":"skaven rule scurry away","type":"rule","body":"Wherever possible, Skaven prefer to run from danger rather than face it head-on. Models with this special rule have a +1 modifier to the result of any Flee roll they make. Flee!"},"3067":{"id":"skaven/rule/scurry-away-draft-1.5.2.2","path":"skaven/rule/scurry-away-draft-1.5.2.2","title":"Scurry Away","pathText":"skaven rule scurry away draft 1.5.2.2","type":"rule","body":"Models with this special rule have a +1 modifier to the result of any Flee roll they make."},"3068":{"id":"skaven/rule/scurrying-masses","path":"skaven/rule/scurrying-masses","title":"Scurrying Masses","pathText":"skaven rule scurrying masses","type":"rule","body":"Although not brave by nature, Skaven find courage and discipline in large numbers. Whilst within 3\" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit's current Rank Bonus, up to a maximum of Leadership 10. Rank Bonus"},"3069":{"id":"skaven/rule/scurrying-masses-draft-1.5.2.2","path":"skaven/rule/scurrying-masses-draft-1.5.2.2","title":"Scurrying Masses","pathText":"skaven rule scurrying masses draft 1.5.2.2","type":"rule","body":"Whilst within 3\" of a friendly Skaven unit, this unit may add a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10. Note that this may not be combined with any leadership bonus provided by Warband or the Inspiring Presence special rule."},"3070":{"id":"skaven/rule/targeting-weapon-teams","path":"skaven/rule/targeting-weapon-teams","title":"Targeting Weapon Teams","pathText":"skaven rule targeting weapon teams","type":"rule","body":"If it is within 3\" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target."},"3071":{"id":"skaven/rule/tolling-the-bell","path":"skaven/rule/tolling-the-bell","title":"Tolling The Bell","pathText":"skaven rule tolling the bell","type":"rule","body":"The tolling of a Screaming Bell declares the Horned Rat's supremacy and fills the foe with dread. A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has: 2D6 Result 2 Magical Backlash: Every unit (friend or foe) that is within this model's Command range suffers D3 Strength 4 hits, each with an AP of -2. 3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18\" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2). 5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18\" of this model gain the Fear special rule. 7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model's Command range may apply a +1 modifier to any Casting roll they make. 8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18\" of this model gain the Immune to Psychology special rule. 10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18\" of this model gain the Extra Attacks (+1) special rule. 12 Sonorous Knell: Any enemy unit that is within 18\" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Command Command Range Armour Piercing Start of Turn Start of Turn Fear Command Range Casting Roll, Casting Result & Casting Value Start of Turn Immune to Psychology Start of Turn Extra Attacks (+X) Leadership Tests Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"3072":{"id":"skaven/rule/tolling-the-bell-draft-1.5.2.2","path":"skaven/rule/tolling-the-bell-draft-1.5.2.2","title":"Tolling The Bell","pathText":"skaven rule tolling the bell draft 1.5.2.2","type":"rule","body":"A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has. Any double rolled except for double 1 and double 6 results in a “Magical Backlash” in addition to any other effects. 2 Magical Backlash: The Screaming Bell and every unit (friend or foe) that is within 3” suffers D3 wounds, each with an AP of -1 3 and 4 Emboldened: Until your next Start of Turn sub-phase, all friendly units within this model's Command range may re-roll any Leadership tests including Break tests. 5 and 6 Unholy Clamour: Any friendly unit that is within this model's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3\" and, when it makes a Charge roll, may apply a +D3 modifier to the result. 7 Deafening Peals: All enemy models within 24” of this model with Toughness 6 or more suffer D3 wounds. Armour saves may be taken as normal. 8 and 9 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model's Command range may apply a +1 modifier to any Casting roll they make. 10 and 11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within this model's Command range gain the Extra Attacks (+1) special rule. 12 Sonorous Knell: Any enemy unit that is within this model's Command range, including units that are fleeing or that are engaged in combat, suffers D3+3 wounds, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)"},"3073":{"id":"skaven/rule/too-horrible-to-die","path":"skaven/rule/too-horrible-to-die","title":"Too Horrible To Die","pathText":"skaven rule too horrible to die","type":"rule","body":"Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality. The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play: On a roll of 1-3, the beast wheezes its last breath and is removed from play. On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3\" of this model, then remove this model from play. On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds."},"3074":{"id":"skaven/rule/too-horrible-to-die-draft-1.5.2.2","path":"skaven/rule/too-horrible-to-die-draft-1.5.2.2","title":"Too Horrible To Die","pathText":"skaven rule too horrible to die draft 1.5.2.2","type":"rule","body":"The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play: On a roll of 1-3, the beast wheezes its last breath and is removed from play. On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3\" of this model, then remove this model from play. On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds."},"3075":{"id":"skaven/rule/verminous-valour","path":"skaven/rule/verminous-valour","title":"Verminous Valour","pathText":"skaven rule verminous valour","type":"rule","body":"Notorious cowards, Skaven leaders often prefer to lead from the back. Unless they are engaged in a challenge, a character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily 'retire' to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character's Leadership. Challenges Unit Strength"},"3076":{"id":"skaven/rule/verminous-valour-draft-1.5.2.2","path":"skaven/rule/verminous-valour-draft-1.5.2.2","title":"Verminous Valour","pathText":"skaven rule verminous valour draft 1.5.2.2","type":"rule","body":"A model with this special rule may voluntarily ‘retire’ (“Too Many Characters,” Rulebook, p.209) during the Combat Phase. In order to do so the model must: Be joined to a unit that has a Unit Strength of 10 or more. Not be part of a Challenge. Not be subject to “Nowhere to Run” (Rulebook, p.211). Be able to be placed inside the unit outside of all fighting ranks. Do so before any attacks are allocated and resolved for the current initiative step of a combat that they are in. Should a model ‘retire’ in this way the unit may still use this character's Leadership. All other restrictions for retiring apply. In subsequent turns, if this model’s unit remains engaged in combat with the same enemy unit, a model with this rule may move through the ranks and join any fighting rank before challenges are issued during step 1.1 of the “Choose Combat & Fight Phase” (“Characters in Combat,” Rulebook p.209.) If at any time there is nowhere to place a ‘retired’ model outside of a fighting rank they must immediately move through the ranks and take a position in the front row of a fighting rank. They may not make any attacks in this round of combat but they may have attacks directed against them."},"3077":{"id":"skaven/rule/warlock-optics-draft-1.5.2.2","path":"skaven/rule/warlock-optics-draft-1.5.2.2","title":"Warlock Optics","pathText":"skaven rule warlock optics draft 1.5.2.2","type":"rule","body":"This model has a +1 modifier to their Ballistic Skill characteristic and the Ignores Cover special rule."},"3078":{"id":"skaven/rule/warpstone-spikes-draft-1.5.2.2","path":"skaven/rule/warpstone-spikes-draft-1.5.2.2","title":"Warpstone Spikes","pathText":"skaven rule warpstone spikes draft 1.5.2.2","type":"rule","body":"Any Impact Hits made by a Hell Pit Abomination have an Armour Piercing characteristic of -2 and Magical Attacks."},"3079":{"id":"skaven/rule/warpstone-weapons","path":"skaven/rule/warpstone-weapons","title":"Warpstone Weapons","pathText":"skaven rule warpstone weapons","type":"rule","body":"Skaven often use the highly unstable properties of warpstone to create devilishly deadly weapons. A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Magical Attacks Armour Piercing Hand Weapon"},"3080":{"id":"skaven/rule/warpstone-weapons-draft-1.5.2.2","path":"skaven/rule/warpstone-weapons-draft-1.5.2.2","title":"Warpstone Weapons","pathText":"skaven rule warpstone weapons draft 1.5.2.2","type":"rule","body":"A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply."},"3081":{"id":"skaven/rule/weapon-team-leadership","path":"skaven/rule/weapon-team-leadership","title":"Weapon Team Leadership","pathText":"skaven rule weapon team leadership","type":"rule","body":"Whilst within 3\" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit's current Rank Bonus, up to a maximum of Leadership 10. Rank Bonus"},"3082":{"id":"skaven/rule/zzzzap","path":"skaven/rule/zzzzap","title":"Zzzzap!","pathText":"skaven rule zzzzap","type":"rule","body":"As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield. At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3\") blast templates so that their central hole is within 6\" of this model. Once placed, each template will scatter D6\". Any model (friend or foe) whose base lies underneath a template's final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2. If a 'Misfire' is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound. The Shooting Phase Armour Piercing"},"3083":{"id":"skaven/rule/zzzzap-draft-1.5.2.2","path":"skaven/rule/zzzzap-draft-1.5.2.2","title":"Zzzzap!","pathText":"skaven rule zzzzap draft 1.5.2.2","type":"rule","body":"In each friendly Shooting Phase, even when engaged in close combat, the Doomwheel automatically shoots Warp Lightning Bolts 3 times. However, the controlling player may attempt to prevent the Doomwheel from shooting this turn by passing a Leadership Test using the Warlock’s Leadership characteristic. Each Warp Lightning Bolt automatically hits the nearest unit (friend or foe), regardless of line of sight and direction. Roll the Artillery dice to determine the strength of each shot and resolve the roll to wound one at a time. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck. If you roll a Misfire result, no more shots are fired this turn. You must immediately roll a D6 and consult the Doomwheel Mishap chart:"},"3084":{"id":"skaven/spell/cloud-of-corruption","path":"skaven/spell/cloud-of-corruption","title":"Cloud of Corruption","pathText":"skaven spell cloud of corruption","type":"spell","body":"With a flourish of their palsied paws, the Skaven Wizard summons forth a stinking cloud of foul contagion. Type Magical Vortex Casting Value 10+ Range 9\" Remains in Play. Place a small (3\") blast template so that its central hole is within 9\" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 3\" of one or more of these templates, enemy units suffer a -1 modifier to their Toughness characteristic (to a minimum of one). Magical Vortex Remains in Play Dangerous Terrain"},"3085":{"id":"skaven/spell/cloud-of-corruption-draft-1.5.2.2","path":"skaven/spell/cloud-of-corruption-draft-1.5.2.2","title":"Cloud Of Corruption","pathText":"skaven spell cloud of corruption draft 1.5.2.2","type":"spell","body":"Type Magical Vortex Casting Value 9+ Range 9\" Remains in play. Place a small (3\") blast template so that its central hole is within 9\" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 3\"of one or more of these templates, enemy units suffer a -1 modifier to their Toughness characteristic (to a minimum of one). Magical Vortex"},"3086":{"id":"skaven/spell/skitterleap","path":"skaven/spell/skitterleap","title":"Skitterleap","pathText":"skaven spell skitterleap","type":"spell","body":"With a puff of smoke and a loud pop of inrushing air, the Skaven Wizard disappears, only to reappear elsewhere on the battlefield. Type Conveyance Casting Value 8+ Range 18\" This spell can only target friendly characters whose Troop Type is infantry, but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere completely within 24\" of its original location, but not within 6\" of any enemy models. The target cannot move again during this Movement phase. Note that this spell allows a character to leave combat. Conveyance Infantry The Movement Phase"},"3087":{"id":"skaven/spell/skitterleap-draft-1.5.2.2","path":"skaven/spell/skitterleap-draft-1.5.2.2","title":"Skitterleap","pathText":"skaven spell skitterleap draft 1.5.2.2","type":"spell","body":"Type Conveyance Casting Value 7+ Range 18\" This spell can only target friendly characters whose Troop Type is ‘infantry,’ but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere completely within 24\" of its original location, but not within 6\" of any enemy models. The target cannot move again during this Movement phase. Note that this spell allows a character to leave combat. Conveyance"},"3088":{"id":"skaven/spell/warp-lightning","path":"skaven/spell/warp-lightning","title":"Warp Lightning","pathText":"skaven spell warp lightning","type":"spell","body":"The Skaven Wizard points a fleshy paw, from which bolts of greenish-black lightning arc outwards. Type Magic Missile Casting Value 10+ Range 18\" The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -3. Magic Missiles Armour Piercing"},"3089":{"id":"skaven/spell/warp-lightning-draft-1.5.2.2","path":"skaven/spell/warp-lightning-draft-1.5.2.2","title":"Warp Lightning","pathText":"skaven spell warp lightning draft 1.5.2.2","type":"spell","body":"Type Magic Missile Casting Value 9+ Range 18\" The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -3. Magic Missiles"},"3090":{"id":"skaven/unit/clanrats","path":"skaven/unit/clanrats","title":"Clanrats","pathText":"skaven unit clanrats","type":"unit","body":"Clanrat Clawleader Cost 4 Base Size 25 x 25 mm Unit Size 20-40 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Horde Scurry Away Warband Options The entire unit may take any of the following: Thrusting spears (+1 point per model) Shields (+1 point per model) Any unit may: Upgrade one model to a Clawleader (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Have one weapon team Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Horde Horde Scurry Away Scurry Away Warband Warband Thrusting Spear Shield Weapon Team"},"3091":{"id":"skaven/unit/clanrats-draft-1.5.2.2","path":"skaven/unit/clanrats-draft-1.5.2.2","title":"Clanrats","pathText":"skaven unit clanrats draft 1.5.2.2","type":"unit","body":"Clanrat Clawleader Cost 4 Base Size 25 x 25 mm Unit Size 20+ Type Clanrats Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Horde Scurry Away Warband Regimental Unit Options The entire unit may take any of the following: Thrusting spears (+1/model), Shields (+1/model) Any unit may: Upgrade one model to a Clawleader (champion) (+7), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5), Have one weapon team 0-1 unit per 1,000 points may: Purchase a magic standard worth up to +50 Points Regular Infantry Infantry Hand Weapon Light Armour Close Order Horde Scurry Away Scurry Away Warband Regimental Unit"},"3092":{"id":"skaven/unit/doomwheel","path":"skaven/unit/doomwheel","title":"Doomwheel","pathText":"skaven unit doomwheel","type":"unit","body":"Doomwheel Warlock (x1) Rats Cost 145 Base Size 50 x 100 mm Unit Size 1 Armour Value 5+ Troop Type Heavy Chariot Unit Category Chariot Equipment Warlock: Hand weapon Rats: Claws and fangs (counts as a hand weapon) Special Rules Close Order Crushing Bulk Immune to Psychology Impact Hits (D3+1) Large Target Random Attacks (Rats only) Random Movement Stomp Attacks (2) Zzzzap! Heavy Chariots Chariots Hand Weapon Hand Weapon Close Order Close Order Crushing Bulk Crushing Bulk Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Random Attacks Random Attacks Random Movement Random Movement Stomp Attacks (X) Stomp Attacks (X) Zzzzap! Zzzzap!"},"3093":{"id":"skaven/unit/doomwheel-draft-1.5.2.2","path":"skaven/unit/doomwheel-draft-1.5.2.2","title":"Doomwheel","pathText":"skaven unit doomwheel draft 1.5.2.2","type":"unit","body":"Doomwheel Warlock (x1) Rats Cost 145 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Doomwheel Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapon Claws and fangs (counts as a hand weapon) Warp Lightning Bolt Special Rules Close Order Crushing Bulk Immune to Psychology Impact Hits (D6+1) Large Target Random Attacks (Rats only) Random Movement Stomp Attacks (D3) Heavy Chariots Chariots Hand Weapon Hand Weapon Warp Lightning Bolt Warp Lightning Bolt Close Order Crushing Bulk Crushing Bulk Immune to Psychology Impact Hits (X) Large Target Random Attacks Random Movement Stomp Attacks (X)"},"3094":{"id":"skaven/unit/giant-rats","path":"skaven/unit/giant-rats","title":"Giant Rats","pathText":"skaven unit giant rats","type":"unit","body":"Giant Rat Cost 3 Base Size 25 x 25 mm Unit Size 10-30 Troop Type War Beast Unit Category Cavalry Equipment Claws teeth (counts as hand weapons) Special Rules Close Order Fight in Extra Rank Horde Scurry Away Warband Options Any unit may: Include one Packmaster for every three Giant Rats (+5 points each) Upgrade one Packmaster to a Master Moulder (champion) (+7 points) War Beasts Cavalry Hand Weapon Hand Weapon Close Order Close Order Fight in Extra Rank Fight in Extra Rank Horde Horde Scurry Away Scurry Away Warband Warband Packmaster Master Moulder"},"3095":{"id":"skaven/unit/giant-rats-draft-1.5.2.2","path":"skaven/unit/giant-rats-draft-1.5.2.2","title":"Giant Rats","pathText":"skaven unit giant rats draft 1.5.2.2","type":"unit","body":"Giant Rat Cost 3 Base Size 25 x 25 mm Unit Size 10-30 Type Giant Rats Troop Type War Beasts Unit Category Cavalry Equipment Claws and teeth (counts as hand weapons) Special Rules Open Order Fight in Extra Rank Horde Scurry Away Warband Motley Crew Options Any unit may: Include one Packmaster for every three Giant Rats +5 points each, Upgrade one Packmaster to a Master Moulder (champion) (+20) War Beasts Cavalry Hand Weapon Open Order Fight in Extra Rank Horde Scurry Away Scurry Away Warband Motley Crew Packmasters & Master Moulders Packmasters & Master Moulders"},"3096":{"id":"skaven/unit/grey-seer","path":"skaven/unit/grey-seer","title":"Grey Seer","pathText":"skaven unit grey seer","type":"unit","body":"Grey Seer Cost 185 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon D3 Warpstone Tokens Special Rules Lore of the Horned Rat Magical Attacks Magic Resistance (-1) Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a level 4 Wizard (+30 points) May be mounted on a Screaming Bell (+185 points) May purchase magic items up to a total of 100 points Note that Warpstone Weapons does not apply to this model's mount (should they have one). Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Elementalism Illusion Hand Weapon Hand Weapon Warpstone Tokens* Warpstone Tokens* Lore of the Horned Rat Lore of the Horned Rat Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warband Warpstone Weapons Warpstone Weapons Screaming Bell"},"3097":{"id":"skaven/unit/grey-seer-draft-1.5.2.2","path":"skaven/unit/grey-seer-draft-1.5.2.2","title":"Grey Seer","pathText":"skaven unit grey seer draft 1.5.2.2","type":"unit","body":"Grey Seer Cost 155 Base Size 25 x 25 mm Unit Size 1 Type Grey Seers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon Special Rules Lore of the Horned Rat Magical Attacks Magic Resistance (-1) Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a level 4 Wizard (+30) May be mounted on a Screaming Bell May purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Lore of the Horned Rat Magical Attacks Magic Resistance (-X) Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warpstone Weapons Warpstone Weapons Screaming Bell"},"3098":{"id":"skaven/unit/gutter-runners","path":"skaven/unit/gutter-runners","title":"Gutter Runners","pathText":"skaven unit gutter runners","type":"unit","body":"Gutter Runner Assassin Cost 14 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons Special Rules Evasive Feigned Flight Fire & Flee Move Through Cover Scouts Scurry Away Skirmishers Options The entire unit may take one of the following: Slings (+2 points per model) Throwing weapons (+1 point per model) Any unit may: Upgrade one model to an Assassin (champion) (+7 points per unit) Have the Ambushers special rule (+1 point per model) Have the Poisoned Attacks special rule (+2 points per model) An Assassin may purchase magic items up to a total of 25 points Optional Rules Ambushers Poisoned Attacks Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Evasive Evasive Feigned Flight Feigned Flight Fire & Flee Fire & Flee Move Through Cover Move Through Cover Scouts Scouts Scurry Away Scurry Away Skirmish Formation Skirmish Formation Sling Throwing Weapons Ambushers Poisoned Attacks Ambushers Ambushers Poisoned Attacks Poisoned Attacks"},"3099":{"id":"skaven/unit/gutter-runners-draft-1.5.2.2","path":"skaven/unit/gutter-runners-draft-1.5.2.2","title":"Gutter Runners","pathText":"skaven unit gutter runners draft 1.5.2.2","type":"unit","body":"Gutter Runner Assassin Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Gutter Runners Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons Special Rules Evasive Feigned Flight Fire & Flee Move through Cover Scouts Scurry Away Skirmishers Poisoned Attacks Options The entire unit may take one of the following: Slings (+2/model), Throwing weapons (+1/model) Any unit may: Upgrade one model to an Assassin (champion) (+7), Have the Ambushers special rule (+1/model) An Assassin may purchase magic items up to a total of 25 points Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Evasive Feigned Flight Fire & Flee Move Through Cover Scouts Scurry Away Scurry Away Skirmishers Poisoned Attacks"},"3100":{"id":"skaven/unit/hell-pit-abomination","path":"skaven/unit/hell-pit-abomination","title":"Hell Pit Abomination","pathText":"skaven unit hell pit abomination","type":"unit","body":"Hell Pit Abomination Cost 210 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Warpstone claws Special Rules Abominable Attacks Close Order Immune to Psychology Large Target Magic Resistance (-1) Random Attacks Random Movement Regeneration (5+) Stomp Attacks (D3+1) Terror Timmm-berrr! Too Horrible to Die Unbreakable Behemoths Monsters Warpstone Claws Warpstone Claws Abominable Attacks Abominable Attacks Close Order Close Order Immune to Psychology Immune to Psychology Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Random Attacks Random Attacks Random Movement Random Movement Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Too Horrible To Die Too Horrible To Die Unbreakable Unbreakable"},"3101":{"id":"skaven/unit/hell-pit-abomination-draft-1.5.2.2","path":"skaven/unit/hell-pit-abomination-draft-1.5.2.2","title":"Hell Pit Abomination","pathText":"skaven unit hell pit abomination draft 1.5.2.2","type":"unit","body":"Hell Pit Abomination Cost 210 Base Size 60 x 100 mm Unit Size 1 Type Hell Pit Abomination Troop Type Behemoth Unit Category Monster Equipment Warpstone claws mutated hide (counts as heavy armour) Special Rules Abominable Attacks Close Order Immune to Psychology Large Target Magic Resistance (-1) Random Attacks Random Movement Regeneration (5+) Stomp Attacks (D3+1) Terror Timmm-berrr! Too Horrible to Die Unbreakable Impact Hits (D3+1) Warpstone Spikes Behemoths Monsters Warpstone claws Warpstone claws Heavy Armour Abominable Attacks Abominable Attacks Close Order Immune to Psychology Large Target Magic Resistance (-X) Random Attacks Random Movement Regeneration (X+) Stomp Attacks (X) Terror Timmm-berrr! Too Horrible To Die Too Horrible To Die Unbreakable Impact Hits (X) Warpstone Spikes Warpstone Spikes"},"3102":{"id":"skaven/unit/master-assassin","path":"skaven/unit/master-assassin","title":"Master Assassin","pathText":"skaven unit master assassin","type":"unit","body":"Master Assassin Cost 90 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Two hand weapons throwing weapons Special Rules Ambushers Eshin Infiltration Evasive Feigned Flight Fire & Flee Hidden Move Through Cover Poisoned Attacks Scurry Away Verminous Valour Warpstone Weapons Options May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Two Hand Weapons/Additional Hand Weapon Two Hand Weapons/Additional Hand Weapon Throwing Weapons Throwing Weapons Ambushers Ambushers Eshin Infiltration Eshin Infiltration Evasive Evasive Feigned Flight Feigned Flight Fire & Flee Fire & Flee Hidden (Skaven) Hidden (Skaven) Move Through Cover Move Through Cover Poisoned Attacks Poisoned Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warpstone Weapons Warpstone Weapons"},"3103":{"id":"skaven/unit/master-assassin-draft-1.5.2.2","path":"skaven/unit/master-assassin-draft-1.5.2.2","title":"Master Assassin","pathText":"skaven unit master assassin draft 1.5.2.2","type":"unit","body":"Master Assassin Cost 120 Base Size 25 x 25 mm Unit Size 1 Type Clan Eshin Master Assassins Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon throwing weapons Special Rules Ambushers Eshin Infiltration Evasive Feigned Flight Fire & Flee Hidden Move through Cover Poisoned Attacks Scurry Away Verminous Valour Warpstone Weapons Strike First Dodge Options May purchase magic items up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Throwing Weapons Ambushers Eshin Infiltration Eshin Infiltration Evasive Feigned Flight Fire & Flee Hidden Hidden Move Through Cover Poisoned Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warpstone Weapons Warpstone Weapons Strike First Dodge Dodge"},"3104":{"id":"skaven/unit/master-moulder","path":"skaven/unit/master-moulder","title":"Master Moulder","pathText":"skaven unit master moulder","type":"unit","body":"Master Moulder Cost Override +7 points Base Size 25 x 25 mm Unit Size (see Rat Ogre & Giant Rat profiles) Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Close Order Horde Leader of the Pack Motley Crew Scurry Away Warband Options A Master Moulder must take one of the following: Whip (Free) Things-catcher (+5 points) A Master Moulder may purchase magic items up to a total of 25 points Optional Rules Things-Catcher Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Horde Horde Leader of the Pack (Skaven) Leader of the Pack (Skaven) Motley Crew Motley Crew Scurry Away Scurry Away Warband Warband Whip Things-Catcher Things-Catcher Things-Catcher"},"3105":{"id":"skaven/unit/night-runners","path":"skaven/unit/night-runners","title":"Night Runners","pathText":"skaven unit night runners","type":"unit","body":"Night Runner Nightleader Cost 7 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Evasive Fire & Flee Scurry Away Skirmishers Options The entire unit may take additional hand weapons (+2 points per model) The entire unit may take one of the following: Slings (+2 points per model) Throwing weapons (+1 point per model) Any unit may upgrade one model to a Nightleader (champion) (+6 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Evasive Evasive Fire & Flee Fire & Flee Scurry Away Scurry Away Skirmish Formation Skirmish Formation Two Hand Weapons/Additional Hand Weapon Sling Throwing Weapons"},"3106":{"id":"skaven/unit/night-runners-draft-1.5.2.2","path":"skaven/unit/night-runners-draft-1.5.2.2","title":"Night Runners","pathText":"skaven unit night runners draft 1.5.2.2","type":"unit","body":"Night Runner Nightleader Cost 7 Base Size 25 x 25 mm Unit Size 10+ Type Night Runners Troop Type Regular Infantry Unit Category Infantry Equipment Two hand weapons Special Rules Evasive Fire & Flee Scurry Away Skirmishers Vanguard Regimental Unit Options The entire unit may take one of the following: Slings (+2/model), Throwing weapons (+1/model) Any unit may upgrade one model to a Nightleader (champion) (+6) 0-1 unit per 1000 points may take a single Weapon Team equipped with a Warpgrinder as a detachment Regular Infantry Infantry Two Hand Weapons/Additional Hand Weapon Evasive Fire & Flee Scurry Away Scurry Away Skirmishers Vanguard Regimental Unit"},"3107":{"id":"skaven/unit/packmaster","path":"skaven/unit/packmaster","title":"Packmaster","pathText":"skaven unit packmaster","type":"unit","body":"Packmaster Cost Override +5 points Base Size 25 x 25 mm Unit Size (see Rat Ogre & Giant Rat profiles) Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Close Order Horde Leader of the Pack Motley Crew Scurry Away Warband Options Any Packmaster in the unit must take one of the following: Whip (Free) Things-catcher (+5 points) Optional Rules Things-Catcher Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Horde Horde Leader of the Pack (Skaven) Leader of the Pack (Skaven) Motley Crew Motley Crew Scurry Away Scurry Away Warband Warband Whip Things-Catcher Things-Catcher Things-Catcher"},"3108":{"id":"skaven/unit/packmasters-master-moulders-draft-1.5.2.2","path":"skaven/unit/packmasters-master-moulders-draft-1.5.2.2","title":"Packmasters & Master Moulders","pathText":"skaven unit packmasters master moulders draft 1.5.2.2","type":"unit","body":"Packmaster Master Moulder Cost +5 Base Size 25 x 25 mm Unit Size (see Dregs, Rat Ogre, & Giant Rat profiles) Type Packmasters & Master Moulders Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Horde Leader of the Pack Motley Crew Scurry Away Warband Verminous Valour (Master Moulder Only) Options Any Packmaster or Master Moulder in the unit must take one of the following: Whip (Free), Things-catcher (+5) A Master Moulder may purchase magic items up to a total of 25 points Regular Infantry Infantry Hand Weapon Light Armour Close Order Horde Leader Of The Pack Leader Of The Pack Motley Crew Scurry Away Scurry Away Warband Verminous Valour Verminous Valour Packmasters & Master Moulders"},"3109":{"id":"skaven/unit/plague-censer-bearers","path":"skaven/unit/plague-censer-bearers","title":"Plague Censer Bearers","pathText":"skaven unit plague censer bearers","type":"unit","body":"Plague Censer Bearer Cost 13 Base Size 25 x 25 mm Unit Size 2-10 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons plague censers Special Rules Frenzy Scurry Away Skirmishers Stubborn Warband Regular Infantry Infantry Hand Weapon Hand Weapon Plague Censer Plague Censer Frenzy Frenzy Scurry Away Scurry Away Skirmish Formation Skirmish Formation Stubborn Stubborn Warband Warband"},"3110":{"id":"skaven/unit/plague-censer-bearers-draft-1.5.2.2","path":"skaven/unit/plague-censer-bearers-draft-1.5.2.2","title":"Plague Censer Bearers","pathText":"skaven unit plague censer bearers draft 1.5.2.2","type":"unit","body":"Censer Bearer Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Plague Censer Bearers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons plague censers Special Rules Frenzy Scurry Away Skirmishers Stubborn Warband Hatred (all enemies) Detachment Plague Disciples Regular Infantry Infantry Hand Weapon Plague censer Frenzy Scurry Away Scurry Away Skirmishers Stubborn Warband Hatred (X) Detachment Plague Disciples Plague Disciples"},"3111":{"id":"skaven/unit/plague-furnace","path":"skaven/unit/plague-furnace","title":"Plague Furnace","pathText":"skaven unit plague furnace","type":"unit","body":"A Plague Furnace may only be included in your army as a character's mount. Its points are added to that of its rider. Plague Furnace Plague Monk Crew (x3) Cost Override +170 points Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Plague Furnace: Billowing Death Plague Monk Crew: Hand weapon Special Rules Dragged Along Fear Frenzy Great Censer Impact Hits (D3+1) Large Target Magic Resistance (-1) Poisoned Attacks Scurrying Masses Stomp Attacks (D3+1) Heavy Chariots Chariots Billowing Death Hand Weapon Dragged Along Dragged Along Fear Fear Frenzy Frenzy Great Censer Great Censer Impact Hits (X) Impact Hits (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Poisoned Attacks Poisoned Attacks Scurrying Masses Scurrying Masses Stomp Attacks (X) Stomp Attacks (X)"},"3112":{"id":"skaven/unit/plague-furnace-draft-1.5.2.2","path":"skaven/unit/plague-furnace-draft-1.5.2.2","title":"Plague Furnace","pathText":"skaven unit plague furnace draft 1.5.2.2","type":"unit","body":"Plague Furnace Plague Monk Crew (x3) Cost +170 Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Type Plague Furnace Troop Type Heavy Chariot Unit Category Chariot Equipment Billowing Death Hand weapons Special Rules Terror Frenzy Great Censer Impact Hits (D6+1) Large Target Magic Resistance (-1) Poisoned Attacks Pushed into Battle Scurrying Masses Stomp Attacks (D3+1) A Plague Furnace may only be included in your army as a character’s mount. Its points are added to that of its rider. The rider of a Plague Furnace may not use Verminous Valour. This model may only use the Pushed Into Battle special rule to join a unit of Plague Monks. Heavy Chariots Chariots Billowing Death Billowing Death Hand Weapon Terror Frenzy Great Censer Great Censer Impact Hits (X) Large Target Magic Resistance (-X) Poisoned Attacks Pushed Into Battle Pushed Into Battle Scurrying Masses Scurrying Masses Stomp Attacks (X)"},"3113":{"id":"skaven/unit/plague-monks","path":"skaven/unit/plague-monks","title":"Plague Monks","pathText":"skaven unit plague monks","type":"unit","body":"Plague Monk Plague Deacon Cost 7 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Frenzy Horde Scurry Away Warband Options The entire unit may take additional hand weapons +2 points per model Any unit may: Upgrade one model to a Plague Deacon (champion) +6 points per unit Upgrade one model to a standard bearer +6 points per unit Upgrade one model to a musician +6 points per unit A Plague Deacon may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 point Regular Infantry Infantry Hand Weapon Hand Weapon Close Order Close Order Frenzy Frenzy Horde Horde Scurry Away Scurry Away Warband Warband Two Hand Weapons/Additional Hand Weapon"},"3114":{"id":"skaven/unit/plague-monks-draft-1.5.2.2","path":"skaven/unit/plague-monks-draft-1.5.2.2","title":"Plague Monks","pathText":"skaven unit plague monks draft 1.5.2.2","type":"unit","body":"Plague Monk Plague Deacon Cost 7 Base Size 25 x 25 mm Unit Size 10+ Type Plague Monks Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Frenzy Horde Scurry Away Warband Regimental Unit Options The entire unit may take additional hand weapons (+2/model) Any unit may: Upgrade one model to a Plague Deacon (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6) A Plague Deacon may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points 0-1 unit per 1,000 points may select a single Plague Censer Bearer unit as a detachment Regular Infantry Infantry Hand Weapon Close Order Frenzy Horde Scurry Away Scurry Away Warband Regimental Unit"},"3115":{"id":"skaven/unit/plague-priest","path":"skaven/unit/plague-priest","title":"Plague Priest","pathText":"skaven unit plague priest","type":"unit","body":"Plague Priest Cost 60 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon Special Rules Cloud of Flies Frenzy Lore of the Horned Rat Magical Attacks Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a: Level 1 Wizard (+30 points) Level 2 Wizard (+60 points) May take one of the following: Additional hand weapon (+3 points) Plague censer (+6 points) May be mounted on a Plague Furnace (+170 points) May purchase magic items up to a total of 50 points Note that Warpstone Weapons does not apply to this model's mount (should they have one). Regular Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Hand Weapon Hand Weapon Cloud of Flies Cloud of Flies Frenzy Frenzy Lore of the Horned Rat Lore of the Horned Rat Magical Attacks Magical Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warband Warpstone Weapons Warpstone Weapons Two Hand Weapons/Additional Hand Weapon Plague Censer Plague Furnace"},"3116":{"id":"skaven/unit/plague-priest-draft-1.5.2.2","path":"skaven/unit/plague-priest-draft-1.5.2.2","title":"Plague Priest","pathText":"skaven unit plague priest draft 1.5.2.2","type":"unit","body":"Plague Priest Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Clan Pestilens Plague Priests Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon Special Rules Cloud of Flies Frenzy Lore of the Horned Rat Magical Attacks Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a: Level 1 Wizard (+30), Level 2 Wizard (+60) May take one of the following: Additional hand weapon (+3), Plague censer (+6) May be mounted on a Plague Furnace May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Cloud of Flies Cloud of Flies Frenzy Lore of the Horned Rat Magical Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warpstone Weapons Warpstone Weapons Plague Furnace"},"3117":{"id":"skaven/unit/plagueclaw-catapult","path":"skaven/unit/plagueclaw-catapult","title":"Plagueclaw Catapult","pathText":"skaven unit plagueclaw catapult","type":"unit","body":"Plagueclaw Catapult Plague Monk Crew Cost 110 Base Size 50 x 100 mm Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Plagueclaw Catapult hand weapons light armour Special Rules Random Attacks Skirmishers Stubborn War Machines War Machines Plagueclaw Catapult Plagueclaw Catapult Hand Weapon Hand Weapon Light Armour Light Armour Random Attacks Random Attacks Skirmish Formation Skirmish Formation Stubborn Stubborn"},"3118":{"id":"skaven/unit/plagueclaw-catapult-draft-1.5.2.2","path":"skaven/unit/plagueclaw-catapult-draft-1.5.2.2","title":"Plagueclaw Catapult","pathText":"skaven unit plagueclaw catapult draft 1.5.2.2","type":"unit","body":"Plagueclaw Catapult Plague Monk Crew Cost 110 Base Size 50 x 100 mm Unit Size 1 Type Plagueclaw Catapult Troop Type War Machine Unit Category War Machine Equipment Plagueclaw Catapult hand weapons light armour Special Rules Random Attacks Skirmishers Stubborn War Machines War Machines Plagueclaw catapult Plagueclaw catapult Hand Weapon Light Armour Random Attacks Skirmishers Stubborn"},"3119":{"id":"skaven/unit/poisoned-wind-globadiers","path":"skaven/unit/poisoned-wind-globadiers","title":"Poisoned Wind Globadiers","pathText":"skaven unit poisoned wind globadiers","type":"unit","body":"Globadier Cost 10 Base Size 25 x 25 mm Unit Size 2-10 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Poisoned Wind globes light armour Special Rules Scurry Away Skirmishers Warband Regular Infantry Infantry Hand Weapon Hand Weapon Poisoned Wind Globes Poisoned Wind Globes Light Armour Light Armour Scurry Away Scurry Away Skirmish Formation Skirmish Formation Warband Warband"},"3120":{"id":"skaven/unit/poisoned-wind-globadiers-draft-1.5.2.2","path":"skaven/unit/poisoned-wind-globadiers-draft-1.5.2.2","title":"Poisoned Wind Globadiers","pathText":"skaven unit poisoned wind globadiers draft 1.5.2.2","type":"unit","body":"Globadiers Cost 10 Base Size 25 x 25 mm Unit Size 2-10 Type Poisoned Wind Globadiers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Poisoned Wind globes light armour Special Rules Scurry Away Skirmishers Warband Life is Cheap Regular Infantry Infantry Hand Weapon Poisoned Wind globes Poisoned Wind globes Light Armour Scurry Away Scurry Away Skirmishers Warband Life is Cheap Life is Cheap"},"3121":{"id":"skaven/unit/rat-ogres","path":"skaven/unit/rat-ogres","title":"Rat Ogres","pathText":"skaven unit rat ogres","type":"unit","body":"Rat Ogre Cost 48 Base Size 50 x 50 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons mutated hides (counts as heavy armour) Special Rules Armour Bane (2) Close Order Fear Frenzy Horde Safe from Harm Scurry Away Warband Options Any unit may: Include one Packmaster for every two Rat Ogres (+5 points each) Upgrade one Packmaster to a Master Moulder (champion) (+7 points) Monstrous Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Frenzy Frenzy Horde Horde Safe From Harm Safe From Harm Scurry Away Scurry Away Warband Warband Packmaster Master Moulder"},"3122":{"id":"skaven/unit/rat-ogres-draft-1.5.2.2","path":"skaven/unit/rat-ogres-draft-1.5.2.2","title":"Rat Ogres","pathText":"skaven unit rat ogres draft 1.5.2.2","type":"unit","body":"Rat Ogre Cost 40 Base Size 50mm Unit Size 3+ Type Rat Ogres Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons mutated hides (counts as heavy armour) Special Rules Close Order Armour Bane (2) Fear Frenzy Horde Scurry Away Warband Scurrying Masses Warpstone Weapons Motley Crew Options Any unit may: Include one Packmaster for every two Rat Ogres +5 points each, Upgrade one Packmaster to a Master Moulder (champion) (+20) Monstrous Infantry Infantry Hand Weapon Heavy Armour Close Order Armour Bane (X) Fear Frenzy Horde Scurry Away Scurry Away Warband Scurrying Masses Scurrying Masses Warpstone Weapons Warpstone Weapons Motley Crew Packmasters & Master Moulders Packmasters & Master Moulders"},"3123":{"id":"skaven/unit/rat-swarms","path":"skaven/unit/rat-swarms","title":"Rat Swarms","pathText":"skaven unit rat swarms","type":"unit","body":"Rat Swarm Cost 36 Base Size 40 x 40 mm Unit Size 3+ Troop Type Swarm Unit Category Infantry Equipment Claws fangs (counts as hand weapons) Special Rules Immune to Psychology Loner Skirmishers Unbreakable Vanguard Swarms Infantry Hand Weapon Hand Weapon Immune to Psychology Immune to Psychology Loner Loner Skirmish Formation Skirmish Formation Unbreakable Unbreakable Vanguard Vanguard"},"3124":{"id":"skaven/unit/rat-swarms-draft-1.5.2.2","path":"skaven/unit/rat-swarms-draft-1.5.2.2","title":"Rat Swarms","pathText":"skaven unit rat swarms draft 1.5.2.2","type":"unit","body":"Rat Swarms Cost 36 Base Size 40 x 40 mm Unit Size 3+ Type Rat Swarms Troop Type Swarms Unit Category Infantry Equipment Claws and fangs (counts as hand weapons) Special Rules Immune to Psychology Loner Skirmishers Unbreakable Vanguard Swarms Infantry Hand Weapon Immune to Psychology Loner Skirmishers Unbreakable Vanguard"},"3125":{"id":"skaven/unit/screaming-bell","path":"skaven/unit/screaming-bell","title":"Screaming Bell","pathText":"skaven unit screaming bell","type":"unit","body":"Screaming Bell Rat Ogre Crew (x1) Cost Override +185 points Base Size 60 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Rat Ogre Crew: Hand weapon Special Rules Armour Bane (2, Rat Ogre only) Blessings of the Horned Rat Dragged Along Impact Hits (D6+1) Large Target Magic Resistance (-3) Scurrying Masses Stubborn Terror Tolling the Bell A Screaming Bell may only be included in your army as a character's mount. Its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Armour Bane (X) Armour Bane (X) Blessings of the Horned Rat Blessings of the Horned Rat Dragged Along Dragged Along Impact Hits (X) Impact Hits (X) Large Target Large Target Magic Resistance (-X) Magic Resistance (-X) Scurrying Masses Scurrying Masses Stubborn Stubborn Terror Terror Tolling The Bell Tolling The Bell"},"3126":{"id":"skaven/unit/screaming-bell-draft-1.5.2.2","path":"skaven/unit/screaming-bell-draft-1.5.2.2","title":"Screaming Bell","pathText":"skaven unit screaming bell draft 1.5.2.2","type":"unit","body":"Screaming Bell Rat Ogre Crew (x1) Cost +185 Base Size 60 x 100 mm min, 75x100 mm max Unit Size 1 Armour Value 4+ Type Screaming Bell Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapon Special Rules Armour Bane (2, Rat Ogre only) Blessings of the Horned Rat Impact Hits (D6+1) Large Target Magic Resistance (-3) Pushed into Battle Scurrying Masses Stubborn Terror Tolling the Bell Warpstone Weapons (Rat Ogre only) A Screaming Bell may only be included in your army as a character’s mount. Its points are added to that of its rider. The rider of a Screaming Bell may not use Verminous Valour. This unit may only use the Pushed into Battle special rule to join a unit of Clanrats or Stormvermin. Heavy Chariots Chariots Hand Weapon Armour Bane (X) Blessings Of The Horned Rat Blessings Of The Horned Rat Impact Hits (X) Large Target Magic Resistance (-X) Pushed Into Battle Pushed Into Battle Scurrying Masses Scurrying Masses Stubborn Terror Tolling The Bell Tolling The Bell Warpstone Weapons Warpstone Weapons"},"3127":{"id":"skaven/unit/skaven-chieftain","path":"skaven/unit/skaven-chieftain","title":"Skaven Chieftain","pathText":"skaven unit skaven chieftain","type":"unit","body":"Skaven Chieftain Cost 45 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Scurry Away Verminous Valour Warband Warpstone Weapons Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) A Skaven Chieftain may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warband Warpstone Weapons Warpstone Weapons Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Shield Light Armour Heavy Armour"},"3128":{"id":"skaven/unit/skaven-chieftain-draft-1.5.2.2","path":"skaven/unit/skaven-chieftain-draft-1.5.2.2","title":"Skaven Chieftain","pathText":"skaven unit skaven chieftain draft 1.5.2.2","type":"unit","body":"Skaven Chieftain Cost 45 Base Size 25 x 25 mm Unit Size 1 Type Commanders Of The Warlord Clans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Scurry Away Verminous Valour Warband Warpstone Weapons Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Halberd (+3) May take a shield (+2) May replace light armour with heavy armour (+3) A Skaven Warlord may purchase magic items up to a total of 100 points A Skaven Chieftain may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warpstone Weapons Warpstone Weapons"},"3129":{"id":"skaven/unit/skaven-dregs-draft-1.5.2.2","path":"skaven/unit/skaven-dregs-draft-1.5.2.2","title":"Skaven Dregs","pathText":"skaven unit skaven dregs draft 1.5.2.2","type":"unit","body":"Dreg-rat Cost 2 Base Size 25 x 25 mm Unit Size 20-40 Type Skaven Dregs Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Levies Horde Scurry Away Expendable Cornered Rats Loner Options The entire unit may take any of the following: Spears (+1/model), Shields (+1/model), Slings (+1/model) Any unit may: Include one Packmaster (champion) +5 points each, Upgrade one Packmaster to a Master Moulder (champion) (+20), Upgrade one model to a musician (+2) Regular Infantry Infantry Hand Weapon Close Order Levies Horde Scurry Away Scurry Away Expendable Expendable Cornered Rats Cornered Rats Loner Packmasters & Master Moulders Packmasters & Master Moulders"},"3130":{"id":"skaven/unit/skaven-warlord","path":"skaven/unit/skaven-warlord","title":"Skaven Warlord","pathText":"skaven unit skaven warlord","type":"unit","body":"Skaven Warlord Cost 90 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Scurry Away Verminous Valour Warband Warpstone Weapons Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Halberd (+3 points) May take a shield (+2 points) May replace light armour with heavy armour (+3 points) A Skaven Warlord may purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warband Warpstone Weapons Warpstone Weapons Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Shield Light Armour Heavy Armour"},"3131":{"id":"skaven/unit/skaven-warlord-draft-1.5.2.2","path":"skaven/unit/skaven-warlord-draft-1.5.2.2","title":"Skaven Warlord","pathText":"skaven unit skaven warlord draft 1.5.2.2","type":"unit","body":"Skaven Warlord Cost 90 Base Size 25 x 25 mm Unit Size 1 Type Commanders Of The Warlord Clans Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Scurry Away Verminous Valour Warband Warpstone Weapons Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Halberd (+3) May take a shield (+2) May replace light armour with heavy armour (+3) A Skaven Warlord may purchase magic items up to a total of 100 points A Skaven Chieftain may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Light Armour Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warpstone Weapons Warpstone Weapons"},"3132":{"id":"skaven/unit/stormvermin","path":"skaven/unit/stormvermin","title":"Stormvermin","pathText":"skaven unit stormvermin","type":"unit","body":"Stormvermin Fangleader Cost 10 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons halberds heavy armour Special Rules Close Order Horde Scurry Away Warband Warpstone Weapons Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Fangleader (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points Have one attached weapon team A Fangleader may purchase magic items up to a total of 25 points Regular Infantry Infantry Hand Weapon Hand Weapon Halberd Halberd Heavy Armour Heavy Armour Close Order Close Order Horde Horde Scurry Away Scurry Away Warband Warband Warpstone Weapons Warpstone Weapons Shield Weapon Team"},"3133":{"id":"skaven/unit/stormvermin-draft-1.5.2.2","path":"skaven/unit/stormvermin-draft-1.5.2.2","title":"Stormvermin","pathText":"skaven unit stormvermin draft 1.5.2.2","type":"unit","body":"Stormvermin Fangleader Cost 9 Base Size 25 x 25 mm Unit Size 10+ Type Stormvermin Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons halberds heavy armour Special Rules Close Order Horde Scurry Away Warband Warpstone Weapons Regimental Unit Options The entire unit may take shields (+1/model) Any unit may: Upgrade one model to a Fangleader (champion) (+8), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points, Have one attached weapon team, A Fangleader may purchase magic items up to a total of 25 points Heavy Infantry Infantry Hand Weapon Halberd Heavy Armour Close Order Horde Scurry Away Scurry Away Warband Warpstone Weapons Warpstone Weapons Regimental Unit"},"3134":{"id":"skaven/unit/warlock-engineer","path":"skaven/unit/warlock-engineer","title":"Warlock Engineer","pathText":"skaven unit warlock engineer","type":"unit","body":"Warlock Engineer Cost 35 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Elementalism Equipment Hand weapon D3 Warpstone Tokens Special Rules Lore of the Horned Rat Magical Attacks Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a: Level 1 Wizard (+40 points) Level 2 Wizard (+70 points) May take one of the following: Warplock musket (+9 points) Warplock pistol (+6 points) May purchase magic items up to a total of 50 points Optional Rules Warplock Musket Warplock Pistol Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Hand Weapon Hand Weapon Warpstone Tokens* Warpstone Tokens* Lore of the Horned Rat Lore of the Horned Rat Magical Attacks Magical Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warband Warpstone Weapons Warpstone Weapons Warplock Musket Warplock Pistol Warplock Musket Warplock Musket Warplock Pistol Warplock Pistol"},"3135":{"id":"skaven/unit/warlock-engineer-draft-1.5.2.2","path":"skaven/unit/warlock-engineer-draft-1.5.2.2","title":"Warlock Engineer","pathText":"skaven unit warlock engineer draft 1.5.2.2","type":"unit","body":"Warlock Engineer Cost 35 Base Size 25 x 25 mm Unit Size 1 Type Clan Skryre Warlock Engineers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Elementalism Equipment Hand weapon Special Rules Lore of the Horned Rat Magical Attacks Scurry Away Verminous Valour Warband Warpstone Weapons Options May be a: Level 1 Wizard (+30), Level 2 Wizard (+60) May take one of the following: Warplock musket (+9), Warplock pistol (+6), Doomrocket (0-1 Per Army) (+35) May purchase Warlock Optics (+10) May purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Lore of the Horned Rat Magical Attacks Scurry Away Scurry Away Verminous Valour Verminous Valour Warband Warpstone Weapons Warpstone Weapons"},"3136":{"id":"skaven/unit/warp-lightning-cannon","path":"skaven/unit/warp-lightning-cannon","title":"Warp Lightning Cannon","pathText":"skaven unit warp lightning cannon","type":"unit","body":"Warp Lightning Cannon Engineer & Crew Cost 110 Base Size 50 x 100 mm Unit Size 1 Troop Type War Machine Unit Category War Machine Equipment Warp Lightning Cannon hand weapons light armour Special Rules Skirmishers War Machines War Machines Warp Lightning Cannon Warp Lightning Cannon Hand Weapon Hand Weapon Light Armour Light Armour Skirmish Formation Skirmish Formation"},"3137":{"id":"skaven/unit/warp-lightning-cannon-draft-1.5.2.2","path":"skaven/unit/warp-lightning-cannon-draft-1.5.2.2","title":"Warp Lightning Cannon","pathText":"skaven unit warp lightning cannon draft 1.5.2.2","type":"unit","body":"Warp Lightning Cannon Engineer & Crew Cost 110 Base Size 50 x 100 mm Unit Size 1 Type Warp Lightning Cannon Troop Type War Machine Unit Category War Machine Equipment Warp Lightning Cannon hand weapons light armour Special Rules Skirmishers War Machines War Machines Warp Lightning Cannon Warp Lightning Cannon Hand Weapon Light Armour Skirmishers"},"3138":{"id":"skaven/unit/warplock-jezzails","path":"skaven/unit/warplock-jezzails","title":"Warplock Jezzails","pathText":"skaven unit warplock jezzails","type":"unit","body":"Jezzail Team Cost 19 Base Size 25 x 50 mm Unit Size 3+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons warplock jezzails pavise Special Rules Open Order Scurry Away Warband Regular Infantry Infantry Hand Weapon Hand Weapon Warplock Jezzail Warplock Jezzail Pavise Pavise Open Order Formation Open Order Formation Scurry Away Scurry Away Warband Warband"},"3139":{"id":"skaven/unit/warplock-jezzails-draft-1.5.2.2","path":"skaven/unit/warplock-jezzails-draft-1.5.2.2","title":"Warplock Jezzails","pathText":"skaven unit warplock jezzails draft 1.5.2.2","type":"unit","body":"Jezzail Team Cost 15 Base Size 25 x 50 mm Unit Size 3+ Type Warplock Jezzails Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons warplock jezzails pavise Special Rules Open Order Scurry Away Warband Options 0-1 unit per 1,000 points may: Have the Reserve Move special rule (+2/model) Regular Infantry Infantry Hand Weapon Warplock jezzail Pavise Open Order Scurry Away Scurry Away Warband"},"3140":{"id":"skaven/unit/weapon-team","path":"skaven/unit/weapon-team","title":"Weapon Team","pathText":"skaven unit weapon team","type":"unit","body":"Weapon Team Crew Cost 15 Base Size 25 x 50 mm Unit Size 1 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Loner Open Order Scurry Away Deploying Weapon Teams Weapon Team Leadership Targeting Weapon Teams Options A weapon team must take one of the following: Doom-Flayer (+40 points per model) Poisoned Wind Mortar (+55 points per model) Ratling Gun (+50 points per model) Warpfire Thrower (+60 points per model) Warp Grinder (+30 points per model) Optional Rules Doom-Flayer Poisoned Wind Mortar Ratling Gun Warpfire Thrower Warp Grinder Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Loner Loner Open Order Formation Open Order Formation Scurry Away Scurry Away Deploying Weapon Teams Deploying Weapon Teams Weapon Team Leadership Weapon Team Leadership Targeting Weapon Teams Targeting Weapon Teams Doom-Flayer Poisoned Wind Mortar Ratling Gun Warpfire Thrower Warp Grinder Doom-Flayer Doom-Flayer Poisoned Wind Mortar Poisoned Wind Mortar Ratling Gun Ratling Gun Warpfire Thrower Warpfire Thrower Warp Grinder Warp Grinder"},"3141":{"id":"skaven/unit/weapon-teams-draft-1.5.2.2","path":"skaven/unit/weapon-teams-draft-1.5.2.2","title":"Weapon Teams","pathText":"skaven unit weapon teams draft 1.5.2.2","type":"unit","body":"Weapon Team Crew Cost 15 Base Size 25 x 50 mm Unit Size 1 Type Weapon Teams Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Loner Skirmishers Scurry Away Detachment Options A weapon team must take one of the following: Doom-flayer (+40/model), Poisoned Wind Mortar (+55/model), Ratling Gun (+50/model), Warpfire Thrower (+40/model), Warp Grinder (+30/model) Regular Infantry Infantry Hand Weapon Light Armour Loner Skirmishers Scurry Away Scurry Away Detachment"},"3142":{"id":"skaven/weapon/billowing-death","path":"skaven/weapon/billowing-death","title":"Billowing Death","pathText":"skaven weapon billowing death","type":"rule","body":"Billowing Death Breath Weapon Magical Attacks Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target's Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3143":{"id":"skaven/weapon/billowing-death-draft-1.5.2.2","path":"skaven/weapon/billowing-death-draft-1.5.2.2","title":"Billowing Death","pathText":"skaven weapon billowing death draft 1.5.2.2","type":"rule","body":"Billowing Death Breath Weapon Magical Attacks Any model whose base lies underneath the template risks being hit. All models that have been hit must take a Toughness test. If this test is failed, the target model suffers a wound. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon Magical Attacks"},"3144":{"id":"skaven/weapon/doom-flayer","path":"skaven/weapon/doom-flayer","title":"Doom-Flayer","pathText":"skaven weapon doom flayer","type":"rule","body":"A Doom-flayer is a motorised ball of whirling blades which, when propelled at speed into the ranks of the enemy, is capable of wreaking horrific damage upon even the most heavily armoured warriors. Doom-Flayer Counter Charge Extra Attacks (+D6) Impact Hits (D6+1) Notes: Impact Hits caused by this weapon have an Armour Piercing characteristic of -2. Counter Charge Extra Attacks (+X) Impact Hits (X) Impact Hits (X) Armour Piercing"},"3145":{"id":"skaven/weapon/doom-flayer-draft-1.5.2.2","path":"skaven/weapon/doom-flayer-draft-1.5.2.2","title":"Doom-Flayer","pathText":"skaven weapon doom flayer draft 1.5.2.2","type":"rule","body":"Doom-flayer Counter Charge Extra Attacks (D6) Impact Hits (D6+1) Swiftstride Impact Hits caused by this weapon have an Armour Piercing characteristic of -2. Counter Charge Extra Attacks (+X) Impact Hits (X) Swiftstride"},"3146":{"id":"skaven/weapon/doomrocket-draft-1.5.2.2","path":"skaven/weapon/doomrocket-draft-1.5.2.2","title":"Doomrocket","pathText":"skaven weapon doomrocket draft 1.5.2.2","type":"rule","body":"Doomrocket Bombardment Multiple Wounds (D3+1) One use only. This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Skaven Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Multiple Wounds (X)"},"3147":{"id":"skaven/weapon/plague-censer","path":"skaven/weapon/plague-censer","title":"Plague Censer","pathText":"skaven weapon plague censer","type":"rule","body":"Plague Censer Poisoned Attacks Requires Two Hands Notes: A plague censer's Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1. Poisoned Attacks Requires Two Hands The Combat Phase"},"3148":{"id":"skaven/weapon/plague-censer-draft-1.5.2.2","path":"skaven/weapon/plague-censer-draft-1.5.2.2","title":"Plague censer","pathText":"skaven weapon plague censer draft 1.5.2.2","type":"rule","body":"Plague censer Poisoned Attacks Requires Two Hands A Plague censer’s Strength modifier applies only against enemy models the wielder charged this turn. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1. Poisoned Attacks Requires Two Hands"},"3149":{"id":"skaven/weapon/plagueclaw-catapult","path":"skaven/weapon/plagueclaw-catapult","title":"Plagueclaw Catapult","pathText":"skaven weapon plagueclaw catapult","type":"rule","body":"Plagueclaw Catapult Bombardment Cumbersome Move or Shoot Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 5\" blast template and the Stone Thrower Misfire table. When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target's Toughness is so high that the weapon would not normally be able to wound it. Bombardment Cumbersome Move or Shoot Stone Throwers Bombardment Stone Thrower Misfire Table"},"3150":{"id":"skaven/weapon/plagueclaw-catapult-draft-1.5.2.2","path":"skaven/weapon/plagueclaw-catapult-draft-1.5.2.2","title":"Plagueclaw catapult","pathText":"skaven weapon plagueclaw catapult draft 1.5.2.2","type":"rule","body":"Plagueclaw catapult Bombardment Cumbersome Move or Shoot This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5\" blast template and the Skaven Misfire table. When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. Any unit that takes one or more wounds must immediately take a Panic test. Bombardment Cumbersome Move or Shoot"},"3151":{"id":"skaven/weapon/poisoned-wind-globes","path":"skaven/weapon/poisoned-wind-globes","title":"Poisoned Wind Globes","pathText":"skaven weapon poisoned wind globes","type":"rule","body":"Poisoned Wind Globes Move & Shoot Poisoned Wind Quick Shot Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit. Move & Shoot Poisoned Wind Quick Shot"},"3152":{"id":"skaven/weapon/poisoned-wind-globes-draft-1.5.2.2","path":"skaven/weapon/poisoned-wind-globes-draft-1.5.2.2","title":"Poisoned Wind globes","pathText":"skaven weapon poisoned wind globes draft 1.5.2.2","type":"rule","body":"Poisoned Wind globes Move & Shoot Poisoned Wind Quick Shot If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit. Move & Shoot Poisoned Wind Quick Shot"},"3153":{"id":"skaven/weapon/poisoned-wind-mortar","path":"skaven/weapon/poisoned-wind-mortar","title":"Poisoned Wind Mortar","pathText":"skaven weapon poisoned wind mortar","type":"rule","body":"This muzzle-loaded weapon lobs the infamous Poisoned Wind globes of Clan Skryre a much greater distance than the feeble arms of any mere Skaven could. Poisoned Wind Mortar Bombardment Cumbersome Move or Shoot Poisoned Wind Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Black Powder Misfire table. Bombardment Cumbersome Move or Shoot Poisoned Wind Stone Throwers Bombardment Black Powder Misfire Table"},"3154":{"id":"skaven/weapon/poisoned-wind-mortar-draft-1.5.2.2","path":"skaven/weapon/poisoned-wind-mortar-draft-1.5.2.2","title":"Poisoned Wind Mortar","pathText":"skaven weapon poisoned wind mortar draft 1.5.2.2","type":"rule","body":"Poisoned Wind Mortar Bombardment Cumbersome Move or Shoot Poisoned Wind This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3\" blast template and the Skaven Misfire table. Bombardment Cumbersome Move or Shoot Poisoned Wind"},"3155":{"id":"skaven/weapon/ratling-gun","path":"skaven/weapon/ratling-gun","title":"Ratling Gun","pathText":"skaven weapon ratling gun","type":"rule","body":"A relatively modern invention, the multi-barrelled Ratling Gun spews a tremendous amount of lead shot, capable of quickly reducing enemy ranks to a bloody pulp and a red mist. Ratling Gun Armour Bane (1) Multi-Barrelled Quick Shot Notes: This weapon shoots like an organ gun, using the Multi-Barrelled special rule and the Black Powder Misfire table. Armour Bane (X) Multi-Barrelled Quick Shot Multi-Barrelled Black Powder Misfire Table"},"3156":{"id":"skaven/weapon/ratling-gun-draft-1.5.2.2","path":"skaven/weapon/ratling-gun-draft-1.5.2.2","title":"Ratling Gun","pathText":"skaven weapon ratling gun draft 1.5.2.2","type":"rule","body":"Ratling Gun Armour Bane (1) Multi-Barrelled Quick Shot This weapon shoots like an organ gun, using the ‘Multi-Barrelled’ special rule and the Skaven Misfire table. Armour Bane (X) Multi-Barrelled Quick Shot"},"3157":{"id":"skaven/weapon/things-catcher","path":"skaven/weapon/things-catcher","title":"Things-Catcher","pathText":"skaven weapon things catcher","type":"rule","body":"Things-catcher Fight in Extra Rank Killing Blow Requires Two Hands Fight in Extra Rank Killing Blow Requires Two Hands"},"3158":{"id":"skaven/weapon/things-catcher-draft-1.5.2.2","path":"skaven/weapon/things-catcher-draft-1.5.2.2","title":"Things-catcher","pathText":"skaven weapon things catcher draft 1.5.2.2","type":"rule","body":"Things-catcher Fight in Extra Rank Killing Blow Requires Two Hands Fight in Extra Rank Killing Blow Requires Two Hands"},"3159":{"id":"skaven/weapon/warp-grinder","path":"skaven/weapon/warp-grinder","title":"Warp Grinder","pathText":"skaven weapon warp grinder","type":"rule","body":"A Warp Grinder is a powerful tunnelling device, capable of rapidly boring through the earth and leaving a wide tunnel in its wake, through which the Skaven scurry to ambush their enemies. Warp Grinder Ambushers Killing Blow Requires Two Hands Notes: If a Weapon Team is equipped with a Warp Grinder, both it and its parent unit gain the Ambushers special rule. Ambushers Killing Blow Requires Two Hands Ambushers"},"3160":{"id":"skaven/weapon/warp-grinder-draft-1.5.2.2","path":"skaven/weapon/warp-grinder-draft-1.5.2.2","title":"Warp Grinder","pathText":"skaven weapon warp grinder draft 1.5.2.2","type":"rule","body":"Warp Grinder Ambushers Killing Blow Requires Two Hands If a Weapon Team is equipped with a Warp Grinder, both it and its parent unit gain the Ambushers special rule. Ambushers Killing Blow Requires Two Hands"},"3161":{"id":"skaven/weapon/warp-lightning-bolt-draft-1.5.2.2","path":"skaven/weapon/warp-lightning-bolt-draft-1.5.2.2","title":"Warp Lightning Bolt","pathText":"skaven weapon warp lightning bolt draft 1.5.2.2","type":"rule","body":"Warp Lightning Bolt Magical Attacks Zzzzap! Multiple Wounds (D3) This weapon does not fire normally. Instead, it shoots using the ‘Zzzzap!’ special rule. Magical Attacks Zzzzap! Multiple Wounds (X)"},"3162":{"id":"skaven/weapon/warp-lightning-cannon","path":"skaven/weapon/warp-lightning-cannon","title":"Warp Lightning Cannon","pathText":"skaven weapon warp lightning cannon","type":"rule","body":"Warp Lightning Cannon Cumbersome Lightning Strike Move or Shoot Notes: This weapon does not use its crew's Ballistic Skill. Instead, it shoots using the Lightning Strike special rule. This weapon uses the Warp Lightning Misfire table. Cumbersome Lightning Strike Move or Shoot Lightning Strike"},"3163":{"id":"skaven/weapon/warp-lightning-cannon-draft-1.5.2.2","path":"skaven/weapon/warp-lightning-cannon-draft-1.5.2.2","title":"Warp Lightning Cannon","pathText":"skaven weapon warp lightning cannon draft 1.5.2.2","type":"rule","body":"Warp Lightning Cannon Cumbersome Lightning Strike Move or Shoot Multiple Wounds (D3+1) Magical Attacks Cumbersome Lightning Strike Move or Shoot Multiple Wounds (X) Magical Attacks"},"3164":{"id":"skaven/weapon/warpfire-thrower","path":"skaven/weapon/warpfire-thrower","title":"Warpfire Thrower","pathText":"skaven weapon warpfire thrower","type":"rule","body":"A Warpfire Thrower unleashes a hellish torrent of powdered warpstone and highly flammable chemicals that can turn an entire formation into a twitching pile of steaming goo. Warpfire Thrower Column of Fire Cumbersome Flaming Attacks Notes: This weapon shoots like a fire thrower, using the Column of Fire special rule and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Column of Fire Cumbersome Flaming Attacks Column of Fire Black Powder Misfire Table Panic Tests"},"3165":{"id":"skaven/weapon/warpfire-thrower-draft-1.5.2.2","path":"skaven/weapon/warpfire-thrower-draft-1.5.2.2","title":"Warpfire Thrower","pathText":"skaven weapon warpfire thrower draft 1.5.2.2","type":"rule","body":"Warpfire Thrower Column of Fire Cumbersome Flaming Attacks This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule and the Skaven Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Column of Fire Cumbersome Flaming Attacks"},"3166":{"id":"skaven/weapon/warplock-jezzail","path":"skaven/weapon/warplock-jezzail","title":"Warplock Jezzail","pathText":"skaven weapon warplock jezzail","type":"rule","body":"Warplock Jezzail Cumbersome Magical Attacks Move or Shoot Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty. Cumbersome Magical Attacks Move or Shoot"},"3167":{"id":"skaven/weapon/warplock-jezzail-draft-1.5.2.2","path":"skaven/weapon/warplock-jezzail-draft-1.5.2.2","title":"Warplock jezzail","pathText":"skaven weapon warplock jezzail draft 1.5.2.2","type":"rule","body":"Warplock jezzail Cumbersome Magical Attacks Move or Shoot If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty. Cumbersome Magical Attacks Move or Shoot"},"3168":{"id":"skaven/weapon/warplock-musket","path":"skaven/weapon/warplock-musket","title":"Warplock Musket","pathText":"skaven weapon warplock musket","type":"rule","body":"Warplock Musket Magical Attacks Ponderous Notes: If the wielder of a warplock musket rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound. Magical Attacks Ponderous"},"3169":{"id":"skaven/weapon/warplock-musket-draft-1.5.2.2","path":"skaven/weapon/warplock-musket-draft-1.5.2.2","title":"Warplock musket","pathText":"skaven weapon warplock musket draft 1.5.2.2","type":"rule","body":"Warplock musket Magical Attacks Ponderous If the wielder of a warplock musket rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound. Magical Attacks Ponderous"},"3170":{"id":"skaven/weapon/warplock-pistol","path":"skaven/weapon/warplock-pistol","title":"Warplock Pistol","pathText":"skaven weapon warplock pistol","type":"rule","body":"Warplock Pistol Magical Attacks Quick Shot Notes: If the wielder of a warplock pistol rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound. Magical Attacks Quick Shot"},"3171":{"id":"skaven/weapon/warplock-pistol-draft-1.5.2.2","path":"skaven/weapon/warplock-pistol-draft-1.5.2.2","title":"Warplock pistol","pathText":"skaven weapon warplock pistol draft 1.5.2.2","type":"rule","body":"Warplock pistol Magical Attacks Quick Shot If the wielder of a warplock pistol rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound. Magical Attacks Quick Shot"},"3172":{"id":"skaven/weapon/warpstone-claws","path":"skaven/weapon/warpstone-claws","title":"Warpstone Claws","pathText":"skaven weapon warpstone claws","type":"rule","body":"Warpstone Claws Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"3173":{"id":"skaven/weapon/warpstone-claws-draft-1.5.2.2","path":"skaven/weapon/warpstone-claws-draft-1.5.2.2","title":"Warpstone claws","pathText":"skaven weapon warpstone claws draft 1.5.2.2","type":"rule","body":"Warpstone claws Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"3174":{"id":"the-combat-phase/prose","path":"the-combat-phase/prose","title":"The Combat Phase","pathText":"the combat phase prose","type":"rule","body":"With the foe outmanoeuvred and weakened by spellcraft and shooting, it is time to finish the job! The Combat phase is when your warriors hack, slice and pummel their way through the enemy ranks. A successful Combat phase can completely change the fortunes of your army and, if you have prepared well in your earlier phases, victory is likely to be your reward. The Combat phase heavily involves both players, although the active player will be the one choosing the order in which each of the combats is fought and resolved. All combats must be resolved during this phase – a unit engaged in combat with the enemy cannot choose not to fight."},"3175":{"id":"the-combat-phase/prose/1-apart-combat","path":"the-combat-phase/prose/1-apart-combat","title":"1\" Apart (Combat)","pathText":"the combat phase prose 1 apart combat","type":"rule","body":"If a unit that Breaks or Falls Back in Good Order is still in base contact with one or more enemy units after moving, the players should nudge the units apart, by the smallest amount possible, to maintain the 1\" rule. Both players should agree upon how best to do this and ensure neither gains any unfair advantage."},"3176":{"id":"the-combat-phase/prose/assailment-spells","path":"the-combat-phase/prose/assailment-spells","title":"Assailment Spells","pathText":"the combat phase prose assailment spells","type":"rule","body":"If a Wizard that is engaged in combat knows any Assailment spells, they may attempt to cast them in addition to making normal attacks when it is their turn to fight, as determined by their Initiative. Templates Hits caused by an Assailment spell that uses a template are distributed among the rear ranks of the enemy unit – in other words, they do not reduce the number of models within the fighting rank."},"3177":{"id":"the-combat-phase/prose/base-contact","path":"the-combat-phase/prose/base-contact","title":"Base Contact","pathText":"the combat phase prose base contact","type":"rule","body":"Any model that is in base contact with an enemy model can fight, even if the enemy model is in contact with its flank or rear and even if the models' bases only touch at the corner."},"3178":{"id":"the-combat-phase/prose/battlefield-decoration-combat","path":"the-combat-phase/prose/battlefield-decoration-combat","title":"Battlefield Decoration (Combat)","pathText":"the combat phase prose battlefield decoration combat","type":"rule","body":"Some terrain features are so small that they cannot reasonably be expected to interfere with combat. Very small decorative elements of terrain less than 2\" across, such as a signpost or well, should be ignored as if they were not there – units can freely fight around them. Should the presence of such a feature ever interfere with the positioning of units, simply make note of its position and move it aside, replacing it when it is convenient to do so."},"3179":{"id":"the-combat-phase/prose/break-test","path":"the-combat-phase/prose/break-test","title":"Break Test","pathText":"the combat phase prose break test","type":"rule","body":"Unless the combat is a draw, each unit belonging to the losing side must make a 'Break' test. To make a Break test, roll 2D6 and modify the result by adding the difference between the winner's and the loser's combat result scores. Then, compare the result to the unit's Leadership characteristic (remember, a unit that contains models with different Leadership values will always use the highest): If the result of the natural roll is higher than the unit's Leadership, the unit 'Breaks' and flees. If the result of the natural roll is equal to or lower than the unit's Leadership, but the modified result is higher than the unit's Leadership, the unit Falls Back in Good Order. If the modified result is equal to or lower than the unit's Leadership, or if the roll is a natural double 1, the unit Gives Ground. Note that, unlike other tests you may be required to make, a Break test has three possible outcomes. These are intended to reflect the way in which opposing battle lines push forward and are pressed back before ultimately becoming overwhelmed and breaking. Drawn Combat Fall Back in Good Order Give Ground"},"3180":{"id":"the-combat-phase/prose/calculate-combat-result","path":"the-combat-phase/prose/calculate-combat-result","title":"Calculate Combat Result","pathText":"the combat phase prose calculate combat result","type":"rule","body":"Once every model engaged in the combat has fought, you must determine which side has won that round of combat. If one side has been completely wiped out, the other side is automatically the winner, regardless of the rules that follow."},"3181":{"id":"the-combat-phase/prose/catching-the-curs","path":"the-combat-phase/prose/catching-the-curs","title":"Catching the Curs!","pathText":"the combat phase prose catching the curs","type":"rule","body":"Once the unit being pursued has completed its move, the pursuing unit is moved. If the pursuing unit makes contact with the pursued unit, it has caught its enemy and halts: If the enemy unit is fleeing, it is hacked to pieces and immediately removed from play, exactly as if it had been run down by a charging unit. The pursuing unit may then attempt to reform. If the enemy unit Fell Back in Good Order, the units become engaged in combat once more, becoming locked in place until the next player's turn when the combat will continue. During the next turn, the pursuing unit counts as having charged. Charging a Fleeing Enemy Fall Back in Good Order"},"3182":{"id":"the-combat-phase/prose/change-facing","path":"the-combat-phase/prose/change-facing","title":"Change Facing","pathText":"the combat phase prose change facing","type":"rule","body":"Before making a follow up move, a unit may 'change facing' by performing a free turn manoeuvre (of 90° or 180°)."},"3183":{"id":"the-combat-phase/prose/characteristics-of-zero-combat","path":"the-combat-phase/prose/characteristics-of-zero-combat","title":"Characteristics of Zero (Combat)","pathText":"the combat phase prose characteristics of zero combat","type":"rule","body":"Some models have a Weapon Skill or Attacks characteristic of 0 and will find themselves at the mercy of their enemies. If a model has a WS of 0, all of its attacks miss automatically, whilst attacks directed against it will hit automatically. If a model has 0 Attacks, it simply cannot make any attacks."},"3184":{"id":"the-combat-phase/prose/charging-units","path":"the-combat-phase/prose/charging-units","title":"Charging Units","pathText":"the combat phase prose charging units","type":"rule","body":"Charging into the enemy gives a considerable advantage, which is increased when charging into an enemy's vulnerable flank or rear. To represent this, models gain a modifier to their Initiative characteristic during the Combat phase of a turn in which they charged (to a maximum of 10): Charging an enemy in their front arc: +1 Initiative per full inch moved (prior to making contact), to a maximum of +3. Charging an enemy in their flank or rear arc: +1 Initiative per full inch moved (prior to making contact), to a maximum of +4."},"3185":{"id":"the-combat-phase/prose/choose-and-fight-combat","path":"the-combat-phase/prose/choose-and-fight-combat","title":"Choose & Fight Combat","pathText":"the combat phase prose choose and fight combat","type":"rule","body":"The Choose Combat & Fight sub-phase is further broken down into four steps. These are: Choose Combat & Determine Who Can Fight Roll To Hit Roll To Wound & Make Armour Saves Remove Casualties Choose Combat & Determine Who Can Fight Roll to Hit (Combat) Roll to Wound & Make Armour Saves (Combat) Remove Casualties (Combat)"},"3186":{"id":"the-combat-phase/prose/choose-combat-and-determine-who-can-fight","path":"the-combat-phase/prose/choose-combat-and-determine-who-can-fight","title":"Choose Combat & Determine Who Can Fight","pathText":"the combat phase prose choose combat and determine who can fight","type":"rule","body":"Any units that are in base contact with one or more enemy units are 'engaged in combat'. Each individual engagement between two or more units is referred to as a 'combat'. The active player chooses one combat to be resolved in full, referred to as fighting a 'round' of combat. This process is repeated until all combats have been fought."},"3187":{"id":"the-combat-phase/prose/combat-result-score","path":"the-combat-phase/prose/combat-result-score","title":"Combat Result Score","pathText":"the combat phase prose combat result score","type":"rule","body":"To determine your combat result score, consult the table below and calculate how many 'combat result points' your unit(s) scored: Combat Result Table Unsaved wounds inflicted 1 point each Rank Bonus +1 point/rank Standard +1 point Battle Standard +1 point Flank attack +1 point Rear attack +2 points High ground +1 point Overkill +1 point/excess wound Massed Infantry +1 point if higher Unit Strength Other bonuses As applicable Unsaved Wounds Inflicted Rank Bonus Standards Standards Flank & Rear Attacks Flank & Rear Attacks The High Ground Overkill (Combat) Massed Infantry Unit Strength Other Bonuses"},"3188":{"id":"the-combat-phase/prose/combat-result-table","path":"the-combat-phase/prose/combat-result-table","title":"Combat Result Table","pathText":"the combat phase prose combat result table","type":"rule","body":"Combat Result Table Unsaved wounds inflicted 1 point each Rank Bonus +1 point/rank Standard +1 point Battle Standard +1 point Flank attack +1 point Rear attack +2 points High ground +1 point Overkill +1 point/excess wound Massed Infantry +1 point if higher Unit Strength Other bonuses As applicable Unsaved Wounds Inflicted Rank Bonus Standards Standards Flank & Rear Attacks Flank & Rear Attacks The High Ground Overkill (Combat) Massed Infantry Unit Strength Other Bonuses"},"3189":{"id":"the-combat-phase/prose/combat-results-and-multiple-units-in-combat","path":"the-combat-phase/prose/combat-results-and-multiple-units-in-combat","title":"Combat Results & Multiple Units In Combat","pathText":"the combat phase prose combat results and multiple units in combat","type":"rule","body":"It is possible (indeed, it is highly likely) that more than two units will become engaged in a single combat. When this happens, calculating the combat result can become quite complex. This section attempts to offer some clarity to confusing situations."},"3190":{"id":"the-combat-phase/prose/dangerous-terrain-and-woods","path":"the-combat-phase/prose/dangerous-terrain-and-woods","title":"Dangerous Terrain & Woods","pathText":"the combat phase prose dangerous terrain and woods","type":"rule","body":"For the purposes of combat, both dangerous terrain and woods are treated as difficult terrain."},"3191":{"id":"the-combat-phase/prose/defended-low-linear-obstacles-combat","path":"the-combat-phase/prose/defended-low-linear-obstacles-combat","title":"Defended Low Linear Obstacles (Combat)","pathText":"the combat phase prose defended low linear obstacles combat","type":"rule","body":"A unit behind a low linear obstacle can defend it by moving its front rank into base contact with the obstacle. Enemies can charge the defenders as normal but do not have to physically cross the obstacle. Instead, the front rank of a charging unit moves into base contact with the opposite side of the obstacle. Unless it has the Fly (X) special rule, a unit that charges an enemy behind a defended obstacle makes a disordered charge. Low Linear Obstacles Fly (X) Disordered Charges"},"3192":{"id":"the-combat-phase/prose/determining-armour-saves-combat","path":"the-combat-phase/prose/determining-armour-saves-combat","title":"Determining Armour Saves (Combat)","pathText":"the combat phase prose determining armour saves combat","type":"rule","body":"The value of a model's armour is determined by the equipment it carries. This is worked out as described in the Shooting section. Determining Armour Value"},"3193":{"id":"the-combat-phase/prose/different-weapons","path":"the-combat-phase/prose/different-weapons","title":"Different Weapons","pathText":"the combat phase prose different weapons","type":"rule","body":"It is not uncommon for models in the fighting rank to be equipped with different weapons. In such cases, you must roll different batches of dice when rolling To Hit and To Wound, making it clear to your opponent what they represent, where they are being directed and the target number you need."},"3194":{"id":"the-combat-phase/prose/difficult-terrain-combat","path":"the-combat-phase/prose/difficult-terrain-combat","title":"Difficult Terrain (Combat)","pathText":"the combat phase prose difficult terrain combat","type":"rule","body":"If a quarter (25%) or more of the models within a unit are within difficult terrain at the start of the Combat phase, it becomes Disrupted and cannot claim a Rank Bonus."},"3195":{"id":"the-combat-phase/prose/disordered-charges","path":"the-combat-phase/prose/disordered-charges","title":"Disordered Charges","pathText":"the combat phase prose disordered charges","type":"rule","body":"In certain situations, a unit's charge may become disordered. A unit that makes a disordered charge does not gain the Initiative modifier for charging."},"3196":{"id":"the-combat-phase/prose/dividing-attacks","path":"the-combat-phase/prose/dividing-attacks","title":"Dividing Attacks","pathText":"the combat phase prose dividing attacks","type":"rule","body":"If a model is in base contact with more than one enemy model, it can choose which one to attack. If a model has more than 1 Attack, it can divide its Attacks. This must be made clear before rolling To Hit. If a fighting rank is engaged with more than one enemy unit, as shown in Fig 147.1, models within that fighting rank must, if possible, direct their attacks against the enemy models they are in base contact with. A model that is not in base contact with the enemy must direct its attacks against the closest enemy unit. If two enemy units are equally close, the player can choose which one the model attacks."},"3197":{"id":"the-combat-phase/prose/drawn-combat","path":"the-combat-phase/prose/drawn-combat","title":"Drawn Combat","pathText":"the combat phase prose drawn combat","type":"rule","body":"If both sides have the same score, the combat is a draw. In such cases, the units remain locked in place until the next player's turn when the combat will continue and they will fight another round, hoping to break the deadlock."},"3198":{"id":"the-combat-phase/prose/end-of-turn","path":"the-combat-phase/prose/end-of-turn","title":"End of Turn","pathText":"the combat phase prose end of turn","type":"rule","body":"Once all combats have been resolved, the active player's turn ends. Play then passes to the inactive player and their turn begins. As each turn ends and a new one begins, it is worth making a note of how many turns and rounds have been played."},"3199":{"id":"the-combat-phase/prose/excess-casualties","path":"the-combat-phase/prose/excess-casualties","title":"Excess Casualties","pathText":"the combat phase prose excess casualties","type":"rule","body":"It can sometimes happen that a unit suffers more casualties than it has models in its fighting rank. Should this happen, casualties are removed as normal, representing casualties caused in the rank (or file) behind the fighting rank. In such cases, and if the unit suffering the casualties is able to make supporting attacks, any excess casualties will reduce the number of supporting attacks."},"3200":{"id":"the-combat-phase/prose/fast-dice-rolling-combat","path":"the-combat-phase/prose/fast-dice-rolling-combat","title":"Fast Dice Rolling (Combat)","pathText":"the combat phase prose fast dice rolling combat","type":"rule","body":"As with shooting, you can speed this process up by counting how many models in your unit are fighting and how many attacks each of those models makes, and rolling one or more batches of dice. However, if your fighting rank contains models that have different characteristics (such as Weapon Skill or Strength), models that are equipped with weapons that have different profiles, or models that are directing their attacks towards targets with different characteristics, the target numbers required To Hit or To Wound may vary. In such cases, you must roll different batches of dice, making it clear to your opponent what each batch represents and the target numbers you need."},"3201":{"id":"the-combat-phase/prose/fight-on","path":"the-combat-phase/prose/fight-on","title":"Fight On!","pathText":"the combat phase prose fight on","type":"rule","body":"With casualties removed, check to see if there are any models with a lower Initiative still to fight in this combat. If there are, repeat steps 1.2, 1.3 and 1.4 for those models. If there are no models left to fight in this combat, move on to the next sub-phase."},"3202":{"id":"the-combat-phase/prose/fighting-on-multiple-fronts","path":"the-combat-phase/prose/fighting-on-multiple-fronts","title":"Fighting on Multiple Fronts","pathText":"the combat phase prose fighting on multiple fronts","type":"rule","body":"If engaged with enemy units in more than one of its arcs, as shown in Fig 147.2, a unit will have more than one fighting rank. For example, if a unit is engaged to both its front and a flank, both its front rank and the file of models engaged in the flank will be a fighting rank. If a model is within more than one fighting rank it must, if possible, direct its attacks against an enemy it is in base contact with, as the player chooses. If the model is not in base contact with any enemy, it must direct its attacks against the closest enemy unit. If two enemy units are equally close, the player can choose which one the model attacks."},"3203":{"id":"the-combat-phase/prose/flank-and-rear-attacks","path":"the-combat-phase/prose/flank-and-rear-attacks","title":"Flank & Rear Attacks","pathText":"the combat phase prose flank and rear attacks","type":"rule","body":"Fighting a foe in its flank or rear is a great advantage as tightly formed units cannot easily turn to face their foe. To represent this: Flank Attack If your unit is engaged with the enemy's flank arc, you may claim a bonus of +1 combat result point. Rear Attack If your unit is engaged with the enemy's rear arc, you may claim a bonus of +2 combat result points. Note that these bonuses are cumulative."},"3204":{"id":"the-combat-phase/prose/flank-and-rear-attacks-multiple-combats","path":"the-combat-phase/prose/flank-and-rear-attacks-multiple-combats","title":"Flank & Rear Attacks (Multiple Combats)","pathText":"the combat phase prose flank and rear attacks multiple combats","type":"rule","body":"Bonuses for flank and rear attacks can only be earned once per enemy unit – having multiple units engaging the same enemy unit in either its flank or in its rear does not grant additional bonuses. For example, if you have two units engaging a single enemy unit in combat, each of which is engaging a different flank of that unit, you can only claim a single flank attack bonus. However, if one unit is engaging the enemy unit's flank and the other is engaging the enemy unit's rear, you can claim both the flank attack and the rear attack bonus."},"3205":{"id":"the-combat-phase/prose/follow-up","path":"the-combat-phase/prose/follow-up","title":"Follow Up","pathText":"the combat phase prose follow up","type":"rule","body":"A unit can make a 'follow up' move when an enemy unit it was engaged in combat with Gives Ground. A unit that makes a follow up move simply follows the enemy unit, moving back into contact with it. The two units then become engaged in combat once more and remain locked in place until the next player's turn when the combat will continue."},"3206":{"id":"the-combat-phase/prose/follow-up-and-pursuit","path":"the-combat-phase/prose/follow-up-and-pursuit","title":"Follow Up & Pursuit","pathText":"the combat phase prose follow up and pursuit","type":"rule","body":"Once Break tests have been made, but before any units belonging to the losing side Give Ground or make a Flee roll, the winning unit(s) must decide what they will do next: restrain and reform, follow up or pursue. These choices are in part determined by the actions of the foe."},"3207":{"id":"the-combat-phase/prose/high-linear-obstacles-combat","path":"the-combat-phase/prose/high-linear-obstacles-combat","title":"High Linear Obstacles (Combat)","pathText":"the combat phase prose high linear obstacles combat","type":"rule","body":"For the purposes of combat, high linear obstacles (i.e., 2\" high or more) are treated as impassable terrain. Impassable Terrain (Movement)"},"3208":{"id":"the-combat-phase/prose/how-many-attacks","path":"the-combat-phase/prose/how-many-attacks","title":"How Many Attacks?","pathText":"the combat phase prose how many attacks","type":"rule","body":"When a model fights in combat, it makes a number of 'attacks'. How many is determined by its Attacks characteristic and its proximity to the enemy: If a model is in base contact with an enemy model, it makes a number of attacks equal to its Attacks characteristic. If a model is able to fight but is not in base contact with an enemy model, it can make only one attack, regardless of its Attacks characteristic."},"3209":{"id":"the-combat-phase/prose/impassable-terrain-combat","path":"the-combat-phase/prose/impassable-terrain-combat","title":"Impassable Terrain (Combat)","pathText":"the combat phase prose impassable terrain combat","type":"rule","body":"Should a charging unit ever be unable to align to the enemy due to the presence of impassable terrain, the charging unit has made a disordered charge. In addition, should it prove impossible to align the units once contact has been made, causing a gap to be left, the charging unit becomes Disrupted."},"3210":{"id":"the-combat-phase/prose/incomplete-ranks","path":"the-combat-phase/prose/incomplete-ranks","title":"Incomplete Ranks","pathText":"the combat phase prose incomplete ranks","type":"rule","body":"If a unit is fighting to its flank or rear, or has been joined by a character that does not fit neatly within its ranks, its fighting rank might be incomplete. In such cases, warriors from the middle of the unit would press forward to complete the rank. To represent this, a fighting rank is always assumed to contain the same number of models as the largest rank or file behind it. Positioning Characters"},"3211":{"id":"the-combat-phase/prose/linear-obstacles","path":"the-combat-phase/prose/linear-obstacles","title":"Linear Obstacles","pathText":"the combat phase prose linear obstacles","type":"rule","body":"Linear obstacles can have a considerable impact upon combat, depending upon their height."},"3212":{"id":"the-combat-phase/prose/loser-breaks-and-flees","path":"the-combat-phase/prose/loser-breaks-and-flees","title":"Loser Breaks & Flees","pathText":"the combat phase prose loser breaks and flees","type":"rule","body":"The losing unit Breaks, immediately turning tail and fleeing. A unit that Breaks and flees from combat flees directly away from the winning unit with the highest Unit Strength. If two enemy units have the same Unit Strength, randomly determine which the unit flees from. Flee!"},"3213":{"id":"the-combat-phase/prose/loser-falls-back-in-good-order","path":"the-combat-phase/prose/loser-falls-back-in-good-order","title":"Loser Falls Back In Good Order","pathText":"the combat phase prose loser falls back in good order","type":"rule","body":"The losing unit Falls Back in Good Order, moving directly away from the winning unit with the highest Unit Strength. If two enemy units have the same Unit Strength, randomly determine which the unit flees from. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, any losing unit that rolled this result when making its Break test will Break instead. Note that Unit Strength is worked out at the end of the Combat phase, not at the beginning, and that where you have several units engaged in a single combat, you must add together the Unit Strength of each to determine the Unit Strength of your side. Fall Back in Good Order Unit Strength Break Test"},"3214":{"id":"the-combat-phase/prose/loser-gives-ground","path":"the-combat-phase/prose/loser-gives-ground","title":"Loser Gives Ground","pathText":"the combat phase prose loser gives ground","type":"rule","body":"The losing unit Gives Ground, breaking contact with, and moving 2\" directly away from, the enemy unit(s) without turning, pivoting or otherwise changing its facing in any way, stopping immediately should it come into contact with another unit or terrain, or if continuing to move would bring it within a 1\" of another enemy unit. When a unit Gives Ground in this way, it must move as directly as possible away from all of the enemy units engaging it, and must break from base contact with the victorious enemy unit(s), as shown in Fig 155.1. Most often this will mean that the losing unit simply moves 2\" backwards or sideways, directly away from a single enemy unit. At other times, especially if a unit is engaged by enemy units in two adjacent arcs (for example, a unit that has been charged in both its front and a flank arc), this will cause the unit to move diagonally away from two or more enemy units. Give Ground"},"3215":{"id":"the-combat-phase/prose/low-linear-obstacles-combat","path":"the-combat-phase/prose/low-linear-obstacles-combat","title":"Low Linear Obstacles (Combat)","pathText":"the combat phase prose low linear obstacles combat","type":"rule","body":"Should a unit engaged in combat ever find itself straddling a low linear obstacle (i.e., less than 2\" high), such as walls and hedges, it becomes Disrupted."},"3216":{"id":"the-combat-phase/prose/make-armour-saves-combat","path":"the-combat-phase/prose/make-armour-saves-combat","title":"Make Armour Saves (Combat)","pathText":"the combat phase prose make armour saves combat","type":"rule","body":"As few warriors enter battle without the protection of armour, your opponent can make an Armour Save roll for each wound caused by your attacks. To make an Armour Save roll, roll a D6 for the wounded model and compare the result to that model's 'armour value': If the Armour Save roll equals or exceeds the model's armour value, the model is saved by its armour and the wound discarded. If the result is less than the model's armour value, the model's armour has proved ineffective and the wound is 'unsaved'. Rolls of a Natural 1 Even the heaviest of armour can be breached by a lucky blow. When making an Armour Save roll (of any type), a roll of a natural 1 is always a fail, regardless of modifiers."},"3217":{"id":"the-combat-phase/prose/multiple-units-in-combat","path":"the-combat-phase/prose/multiple-units-in-combat","title":"Multiple Units In Combat","pathText":"the combat phase prose multiple units in combat","type":"rule","body":"A unit may find itself fighting multiple enemies, sometimes even being engaged by enemy units in different arcs. In such cases the models within that unit may have to divide their attacks: Dividing Attacks Fighting On Multiple Fronts Dividing Attacks Fighting on Multiple Fronts"},"3218":{"id":"the-combat-phase/prose/no-more-foes","path":"the-combat-phase/prose/no-more-foes","title":"No More Foes","pathText":"the combat phase prose no more foes","type":"rule","body":"In multiple combats, the shrinking of units can make it impossible for all of the units to maintain contact. In such cases, a unit that can no longer make base contact with the enemy ceases to be part of the combat at the end of the turn."},"3219":{"id":"the-combat-phase/prose/oddball-stuff-combat","path":"the-combat-phase/prose/oddball-stuff-combat","title":"Oddball Stuff (Combat)","pathText":"the combat phase prose oddball stuff combat","type":"rule","body":"Despite the detail of the previous sections, there will always be situations in which something is unclear. This is especially true of combat."},"3220":{"id":"the-combat-phase/prose/open-ground-and-hills-combat","path":"the-combat-phase/prose/open-ground-and-hills-combat","title":"Open Ground & Hills (Combat)","pathText":"the combat phase prose open ground and hills combat","type":"rule","body":"Open ground is the ideal setting for combat. However, care should be taken to consider the role of hills when calculating combat results. Remember, units that occupy the high ground can claim a bonus."},"3221":{"id":"the-combat-phase/prose/other-bonuses","path":"the-combat-phase/prose/other-bonuses","title":"Other Bonuses","pathText":"the combat phase prose other bonuses","type":"rule","body":"Many special rules confer additional bonus combat result points. For example, a Close Order formation that is in Combat Order may claim a bonus of +1 combat result point. Any special rules that confer such bonuses will detail the criteria that must be met and how many bonus combat result points can be claimed. Close Order Combat Order (Close Order)"},"3222":{"id":"the-combat-phase/prose/other-bonuses-multiple-combats","path":"the-combat-phase/prose/other-bonuses-multiple-combats","title":"Other Bonuses (Multiple Combats)","pathText":"the combat phase prose other bonuses multiple combats","type":"rule","body":"As mentioned previously, many special rules confer additional bonus combat result points. Unless stated otherwise, these other bonuses can always be counted. For example, a Close Order formation that is in Combat Order may claim a bonus of +1 combat result point. If two such units are engaged in the same multiple combat, you may claim this bonus twice because the rule that grants it does not state otherwise. Close Order Formation"},"3223":{"id":"the-combat-phase/prose/overkill-combat","path":"the-combat-phase/prose/overkill-combat","title":"Overkill (Combat)","pathText":"the combat phase prose overkill combat","type":"rule","body":"If a character fighting in a challenge kills their opponent and causes more unsaved wounds than their opponent has Wounds remaining, then for each excess wound you may claim a bonus of +1 combat result point, up to a maximum of +5. Challenges are a special type of combat fought between characters, and are covered in the Characters section. Characters"},"3224":{"id":"the-combat-phase/prose/overrun","path":"the-combat-phase/prose/overrun","title":"Overrun","pathText":"the combat phase prose overrun","type":"rule","body":"If a unit completely destroys its enemy before the Break Test sub-phase, it may attempt to restrain and reform, or it may 'overrun'. A unit that overruns makes a normal pursuit move but must move directly forwards, without pivoting."},"3225":{"id":"the-combat-phase/prose/pursuit","path":"the-combat-phase/prose/pursuit","title":"Pursuit","pathText":"the combat phase prose pursuit","type":"rule","body":"A unit that won combat can 'pursue' a single losing unit that Falls Back in Good Order or flees. If there is more than one losing unit, the pursuing unit must declare which it is pursuing before any Flee rolls are made. Once all of the losing units have completed their moves, pursuit moves are made, one at a time, in an order chosen by the controlling player."},"3226":{"id":"the-combat-phase/prose/pursuit-into-a-fleeing-enemy","path":"the-combat-phase/prose/pursuit-into-a-fleeing-enemy","title":"Pursuit into a Fleeing Enemy","pathText":"the combat phase prose pursuit into a fleeing enemy","type":"rule","body":"If a pursuing unit makes contact with a fleeing enemy unit, that fleeing enemy unit is run down exactly as if caught by a charging unit. The pursuing unit may then attempt to reform. Charging a Fleeing Enemy"},"3227":{"id":"the-combat-phase/prose/pursuit-into-a-fresh-enemy","path":"the-combat-phase/prose/pursuit-into-a-fresh-enemy","title":"Pursuit into a Fresh Enemy","pathText":"the combat phase prose pursuit into a fresh enemy","type":"rule","body":"Pursuing units will often make contact with an enemy unit other than the one they are pursuing. In such cases, the pursuing unit counts as charging the enemy unit it will make contact with, wheeling to maximise contact if required and wheeling to align as normal. The unit that was being pursued is not caught."},"3228":{"id":"the-combat-phase/prose/pursuit-into-a-new-combat","path":"the-combat-phase/prose/pursuit-into-a-new-combat","title":"Pursuit into a New Combat","pathText":"the combat phase prose pursuit into a new combat","type":"rule","body":"If a pursuing unit makes contact with an enemy unit that is not fleeing, the units become engaged in combat. If the enemy unit was engaged in combat at the start of this phase, and if that combat has not yet been fought, the pursuing unit will fight again when that combat is fought (and counts as having charged). However, it cannot pursue again this turn. Instead, it will automatically restrain and reform with no Restraint test required. Otherwise, the units become locked in place until the next player's turn when they will fight a round of combat. During the next turn, the pursuing unit counts as having charged."},"3229":{"id":"the-combat-phase/prose/pursuit-into-an-obstacle","path":"the-combat-phase/prose/pursuit-into-an-obstacle","title":"Pursuit into an Obstacle","pathText":"the combat phase prose pursuit into an obstacle","type":"rule","body":"Units making a pursuit move are affected by terrain as normal. A pursuing unit must stop moving if it makes contact with a friendly unit or with impassable terrain."},"3230":{"id":"the-combat-phase/prose/pursuit-off-the-battlefield","path":"the-combat-phase/prose/pursuit-off-the-battlefield","title":"Pursuit off the Battlefield","pathText":"the combat phase prose pursuit off the battlefield","type":"rule","body":"Should any part of a pursuing unit move into contact with, or cross beyond, the edge of the battlefield, it is removed from play but is not destroyed. The unit returns to the battlefield during its controlling player's next Compulsory Moves subphase as if it were a unit of reinforcements, and must be placed as close as possible to the point at which it left the battlefield."},"3231":{"id":"the-combat-phase/prose/rank-bonus","path":"the-combat-phase/prose/rank-bonus","title":"Rank Bonus","pathText":"the combat phase prose rank bonus","type":"rule","body":"Depending upon its formation, and if it is wide enough, a unit can claim a Rank Bonus of +1 for each extra rank behind the first, up to the maximum determined by its troop type. How many models a rank must contain to claim a Rank Bonus, as well as the maximum Rank Bonus a unit can claim, is determined by its troop type. Note that this bonus can be claimed for an incomplete rear rank, as long as there are sufficient models in it. However, a Disrupted unit cannot claim a Rank Bonus. Troop Type Table"},"3232":{"id":"the-combat-phase/prose/rank-bonus-in-multiple-combats","path":"the-combat-phase/prose/rank-bonus-in-multiple-combats","title":"Rank Bonus in Multiple Combats","pathText":"the combat phase prose rank bonus in multiple combats","type":"rule","body":"Where you have several units engaged in a single combat, you do not count the Rank Bonus for all of them. Instead, count only the Rank Bonus that grants the highest number of bonus combat result points. For example, if you have two units engaging a single enemy unit in combat, one of which has a Rank Bonus of +1, the other of which has a Rank Bonus of +2, you may claim a bonus of +2 combat result points as that is the higher."},"3233":{"id":"the-combat-phase/prose/remove-casualties-combat","path":"the-combat-phase/prose/remove-casualties-combat","title":"Remove Casualties (Combat)","pathText":"the combat phase prose remove casualties combat","type":"rule","body":"Each unsaved wound is applied to the target unit, causing one Wound to be lost. When a model is reduced to zero Wounds, it becomes a casualty and is removed from play. This continues until there are no more unsaved wounds to be applied to the unit, or there are no models remaining to be removed as casualties. Removing Casualties"},"3234":{"id":"the-combat-phase/prose/restrain-and-reform","path":"the-combat-phase/prose/restrain-and-reform","title":"Restrain & Reform","pathText":"the combat phase prose restrain and reform","type":"rule","body":"Most units may attempt to 'restrain and reform', rather than making a follow up or pursuit move, by making a 'Restraint' test. To make a Restraint test, test against the unit's Leadership characteristic. If this test is failed, the unit must either follow up or pursue. If this test is passed, the unit remains where it is and may make a free reform. Follow Up Pursuit Reform"},"3235":{"id":"the-combat-phase/prose/roll-to-hit-combat","path":"the-combat-phase/prose/roll-to-hit-combat","title":"Roll to Hit (Combat)","pathText":"the combat phase prose roll to hit combat","type":"rule","body":"Not all models are skilled fighters, meaning that not every attack made has an equal chance of hitting the enemy. To complicate matters, the enemy will try to defend themselves, meaning their fighting prowess must also be taken into account. When a model's turn to fight comes, you must make a number of rolls To Hit equal to that model's Attacks characteristic. To make a roll To Hit, roll a D6 and consult the To Hit chart, cross-referencing the Weapon Skill of the attacking model with that of the target model. Any dice that equal or beat the target number shown (after applying any modifiers) have hit the target: Rolls of a Natural 1 Regardless of a warrior's skill, some blows struck just fail to find their mark. When making a roll To Hit, a roll of a natural 1 is always a fail, regardless of modifiers. Rolls of a Natural 6 Even the most unskilled fighter can sometimes land a lucky blow against a superior foe. When making a roll To Hit, a roll of a natural 6 is always a success, regardless of modifiers."},"3236":{"id":"the-combat-phase/prose/roll-to-wound-and-make-armour-saves-combat","path":"the-combat-phase/prose/roll-to-wound-and-make-armour-saves-combat","title":"Roll to Wound & Make Armour Saves (Combat)","pathText":"the combat phase prose roll to wound and make armour saves combat","type":"rule","body":"As described in the Shooting section, for each successful roll To Hit, a hit has been caused. Unfortunately, causing a hit is not always enough to cause a wound. Roll to Wound & Make Armour Saves (Shooting)"},"3237":{"id":"the-combat-phase/prose/roll-to-wound-combat","path":"the-combat-phase/prose/roll-to-wound-combat","title":"Roll to Wound (Combat)","pathText":"the combat phase prose roll to wound combat","type":"rule","body":"To determine how many hits cause wounds, you must make a roll To Wound for each hit. To make a roll To Wound, pick up each dice that caused a hit and roll it again. Then, consult the To Wound chart, cross-referencing the weapon's Strength characteristic, given in its profile, with the target's Toughness. Any dice that equal or beat the target number shown (after applying any modifiers) have caused a wound. Rolls of a Natural 1 No matter how strong the attacker, some blows just fail to wound. When making a roll To Wound, a roll of a natural 1 is always a fail, regardless of modifiers. Note that, as with shooting, if you rolled different batches of dice when rolling To Hit, you must continue to roll dice in those same batches when rolling To Wound."},"3238":{"id":"the-combat-phase/prose/set-casualties-aside","path":"the-combat-phase/prose/set-casualties-aside","title":"Set Casualties Aside","pathText":"the combat phase prose set casualties aside","type":"rule","body":"It is a good idea not to immediately remove casualties from the battlefield during the Combat phase, but to temporarily place them next to their unit. There are two reasons for this: Firstly, when it comes to working out who has won the combat, you will need to know how many Wounds have been inflicted this turn. This can most often be quickly determined by counting the number of models removed as casualties. Secondly, models removed as casualties before having a chance to attack, and models that stepped forward during the current phase, cannot attack. Therefore, the number of casualties inflicted on a unit will often reduce the number of models able to fight back. By placing casualties next to their unit, you can tell at a glance how many models have been removed from the fighting rank."},"3239":{"id":"the-combat-phase/prose/shrinking-units","path":"the-combat-phase/prose/shrinking-units","title":"Shrinking Units","pathText":"the combat phase prose shrinking units","type":"rule","body":"The removal of casualties may cause units engaged with one another to no longer be in base contact. In such cases, move the units by the smallest amount possible to bring them back into base contact. This move cannot be used to alter facing, nor is it an opportunity to redress the ranks or engage another unit."},"3240":{"id":"the-combat-phase/prose/simultaneous-combat","path":"the-combat-phase/prose/simultaneous-combat","title":"Simultaneous Combat","pathText":"the combat phase prose simultaneous combat","type":"rule","body":"If models on both sides of a combat have the same Initiative value (after modifiers), they will attack at the same time. To simplify this, the active player should resolve their attacks first, followed by their opponent. Casualties caused by the active player during simultaneous combat do not reduce the number of attacks made by enemy models with the same Initiative value."},"3241":{"id":"the-combat-phase/prose/split-profiles-combat","path":"the-combat-phase/prose/split-profiles-combat","title":"Split Profiles (Combat)","pathText":"the combat phase prose split profiles combat","type":"rule","body":"If a model with a split profile has Attacks at two or more Initiative values, each set of Attacks is resolved when their Initiative value is reached. If the model is slain before it can make all of its attacks, any not yet made are lost. Similarly, a model with a split profile might be unable to make all of its attacks if all of its potential targets have been slain."},"3242":{"id":"the-combat-phase/prose/standards","path":"the-combat-phase/prose/standards","title":"Standards","pathText":"the combat phase prose standards","type":"rule","body":"Warriors fight all the harder beneath the colours and symbols of their city, nation, tribe or god: Standard If your unit includes a standard bearer, you may claim a bonus of +1 combat result point. Standard bearers are covered in the Command Groups section. The Battle Standard If your unit includes a Battle Standard, you may claim an additional bonus of +1 combat result point, cumulative with any bonus for a 'normal' standard. Battle Standards are covered in the Characters section. Command Groups Characters"},"3243":{"id":"the-combat-phase/prose/standards-multiple-combats","path":"the-combat-phase/prose/standards-multiple-combats","title":"Standards (Multiple Combats)","pathText":"the combat phase prose standards multiple combats","type":"rule","body":"Regardless of how many units engaged in a single combat have standards, you may only claim the combat result bonus granted by a single standard. If one or more of those standards grants additional bonuses (as many magic standards do, for example), you may choose which standard to count. As most armies can only include a single Battle Standard, this is counted as normal, regardless of how many units are engaged in the combat."},"3244":{"id":"the-combat-phase/prose/stepping-forward-and-closing-in","path":"the-combat-phase/prose/stepping-forward-and-closing-in","title":"Stepping Forward & Closing In","pathText":"the combat phase prose stepping forward and closing in","type":"rule","body":"In combat, casualties are removed from the back rank of their unit as normal, even though it is models within the fighting rank(s) that are being slain. Slain models are considered to have been removed from the end(s) of the fighting rank. This represents members of the rear ranks 'stepping forward' to fill gaps, whilst models remaining in the fighting rank 'close in' upon the enemy. Note that a model cannot attack during a phase in which it stepped forward into the fighting rank. However, any models that remain in the fighting rank after casualties have been removed are more likely to be in base contact with the enemy, having closed in upon them."},"3245":{"id":"the-combat-phase/prose/still-engaged","path":"the-combat-phase/prose/still-engaged","title":"Still Engaged","pathText":"the combat phase prose still engaged","type":"rule","body":"A unit that is still in base contact with an enemy unit cannot follow up or pursue."},"3246":{"id":"the-combat-phase/prose/supporting-attacks","path":"the-combat-phase/prose/supporting-attacks","title":"Supporting Attacks","pathText":"the combat phase prose supporting attacks","type":"rule","body":"Models whose weapons allow them to make a 'supporting attack' can do so if they are in the rank or file directly behind the fighting rank of their unit, and within a number of inches equal to their Movement of the enemy unit. However, supporting attacks cannot be made to a unit's flank or rear, or by a model that is itself in a fighting rank."},"3247":{"id":"the-combat-phase/prose/surrounded","path":"the-combat-phase/prose/surrounded","title":"Surrounded","pathText":"the combat phase prose surrounded","type":"rule","body":"It may happen that a losing unit is unable to break contact with one or more of the enemy units engaging it. In such cases, the unit's movement stops immediately and the units instead remain locked in place until the next player's turn when they will fight another round of combat, exactly as if the combat had been a draw."},"3248":{"id":"the-combat-phase/prose/terrain-and-combat","path":"the-combat-phase/prose/terrain-and-combat","title":"Terrain & Combat","pathText":"the combat phase prose terrain and combat","type":"rule","body":"Terrain is covered in more detail in the Battlefield Terrain section. This section explains how certain types of terrain affect combat. Players should discuss before the battle begins which category a terrain feature falls into. Battlefield Terrain"},"3249":{"id":"the-combat-phase/prose/the-combat-phase-sequence","path":"the-combat-phase/prose/the-combat-phase-sequence","title":"The Combat Phase Sequence","pathText":"the combat phase prose the combat phase sequence","type":"rule","body":"As usual, the Combat phase is broken down into four sub-phases. This sequence is followed in full for each combat, one at a time. The active player simply chooses a 'combat' and both players complete all four sub-phases in the order shown below. Once this sequence has been completed for the chosen combat, that 'round' of combat is complete and the active player chooses another combat, repeating the process until all combats have been fought. Choose & Fight Combat The active player chooses a combat and, starting with the models with the highest Initiative, attacks are made, wounds inflicted and casualties removed. Then, surviving models with lower Initiative repeat this process until all models involved in the combat have fought. Calculate Combat Result With the fighting done, work out which side has won the combat and by how much. Unless the combat is a stalemate, one side will have lost by 1, 2 or more 'combat result' points. Break Test Each unit on the losing side of a combat must make a Break test. The outcome of this test determines whether the losing unit Gives Ground, Falls Back in Good Order or turns tail and flees. Follow Up & Pursuit Units on the winning side of a combat can choose to follow up an enemy that Gives Ground, to pursue an enemy that Falls Back in Good Order or breaks, or to restrain from pursuit. Choose & Fight Combat Choose & Fight Combat Calculate Combat Result Break Test Follow Up & Pursuit"},"3250":{"id":"the-combat-phase/prose/the-fighting-rank","path":"the-combat-phase/prose/the-fighting-rank","title":"The Fighting Rank","pathText":"the combat phase prose the fighting rank","type":"rule","body":"When two opposing units are engaged in combat, any row of models (be it a rank or file) in which one or more is in base contact with the enemy is a 'fighting rank'. Any model that is within a fighting rank and within a number of inches equal to its Movement of the enemy unit can fight. This represents models closing in upon the foe."},"3251":{"id":"the-combat-phase/prose/the-high-ground","path":"the-combat-phase/prose/the-high-ground","title":"The High Ground","pathText":"the combat phase prose the high ground","type":"rule","body":"If the fighting rank of your unit occupies a higher position than that of the enemy, for example, your unit is fighting along the crest of a hill, you may claim a bonus of +1 combat result point."},"3252":{"id":"the-combat-phase/prose/the-high-ground-multiple-combats","path":"the-combat-phase/prose/the-high-ground-multiple-combats","title":"The High Ground (Multiple Combats)","pathText":"the combat phase prose the high ground multiple combats","type":"rule","body":"Only a single unit engaged in a multiple combat can claim the combat result bonus granted for the high ground. The unit that has its fighting rank in the highest position may claim this bonus for its side. If two opposing units are tied in terms of position, they will cancel one another out and neither side may claim this bonus."},"3253":{"id":"the-combat-phase/prose/the-pursuit-move","path":"the-combat-phase/prose/the-pursuit-move","title":"The Pursuit Move","pathText":"the combat phase prose the pursuit move","type":"rule","body":"When a unit makes a pursuit move, pivot it about its centre so that it is facing directly towards the enemy unit it is pursuing and make a 'Pursuit' roll. To make a Pursuit roll, roll 2D6. The result of this roll is the distance in inches that the pursuing unit moves, directly towards the unit it is pursuing."},"3254":{"id":"the-combat-phase/prose/unable-to-follow-up-or-pursue","path":"the-combat-phase/prose/unable-to-follow-up-or-pursue","title":"Unable to Follow Up or Pursue","pathText":"the combat phase prose unable to follow up or pursue","type":"rule","body":"A unit may find itself unable to follow up or pursue: Still Engaged Unable to Move Still Engaged Unable to Move"},"3255":{"id":"the-combat-phase/prose/unable-to-move","path":"the-combat-phase/prose/unable-to-move","title":"Unable to Move","pathText":"the combat phase prose unable to move","type":"rule","body":"A unit may be unable to complete its chosen move due to the presence of other friendly units or terrain. In such cases, the unit moves as far as possible before halting."},"3256":{"id":"the-combat-phase/prose/unsaved-wounds-inflicted","path":"the-combat-phase/prose/unsaved-wounds-inflicted","title":"Unsaved Wounds Inflicted","pathText":"the combat phase prose unsaved wounds inflicted","type":"rule","body":"Each side's basic combat result is equal to the number of unsaved wounds it caused during this Combat phase, plus any unsaved wounds a unit caused by shooting if it chose to Stand & Shoot as a charge reaction during this turn. In other words, each Wound the enemy side lost this turn due to a Stand & Shoot charge reaction or during the Combat phase is counted and is worth 1 combat result point. Should an attack or rule cause an enemy model to be removed from play as a casualty, it counts as having lost a number of Wounds equal to the number it had remaining at the time it was removed. Note that it is important to count the number of Wounds lost, rather than the number of casualties, because many models have more than one wound. The Combat Phase Stand & Shoot"},"3257":{"id":"the-combat-phase/prose/we-cant-all-fight","path":"the-combat-phase/prose/we-cant-all-fight","title":"\"We Can't All Fight!\"","pathText":"the combat phase prose we cant all fight","type":"rule","body":"Not every model will be able to fight. Many will be removed as casualties before they have their chance. Fallen Warriors If a model in the fighting rank is slain by an enemy with a higher Initiative characteristic before it has made its attack(s), it cannot fight and its attacks are lost. Stepping Forward A model cannot fight during a phase in which it stepped forward into the fighting rank, regardless of its Initiative."},"3258":{"id":"the-combat-phase/prose/who-can-fight","path":"the-combat-phase/prose/who-can-fight","title":"Who Can Fight?","pathText":"the combat phase prose who can fight","type":"rule","body":"It is rare that every model in a unit is able to fight. Usually, only models in a fighting rank can fight, whilst the models behind them press forward, ready to take the place of the fallen. The Fighting Rank"},"3259":{"id":"the-combat-phase/prose/who-is-the-winner","path":"the-combat-phase/prose/who-is-the-winner","title":"Who is the Winner?","pathText":"the combat phase prose who is the winner","type":"rule","body":"Once both sides have calculated their combat result, you will be able to determine the winner of that round of combat, i.e., the side that scored the most. If there is a clear winner, the loser will have to make a Break test during the next sub-phase. Break Test"},"3260":{"id":"the-combat-phase/prose/who-strikes-first","path":"the-combat-phase/prose/who-strikes-first","title":"Who Strikes First?","pathText":"the combat phase prose who strikes first","type":"rule","body":"A model's Initiative characteristic determines when it attacks. Work your way through the Initiative values of the models, starting with the highest and ending with the lowest. Models make attacks when their Initiative value is reached."},"3261":{"id":"the-lores-of-magic/prose","path":"the-lores-of-magic/prose","title":"The Lores of Magic","pathText":"the lores of magic prose","type":"rule","body":"Wizards are a formidable force on the battlefield, able to wreak incredible destruction, weaken or strengthen other warriors, or summon terrible beasts to fight at their side. The rules for using Wizards and casting spells in your games have already been covered in detail in the Magic section. In the following sections, you will find the Lores of Magic – lists from which Wizards generate their spells. Each Lore of Magic represents a particular approach towards the study and use of magic, giving each a particular character reflected by the spells within it. Different Wizards have access to different Lores of Magic. Every Wizard's rules include the Lore(s) of Magic they know. In some cases, it will be stated that they know spells from a single, given Lore of Magic, whilst in others it will be stated that they know spells from one of a number of given Lores of Magic. Where this is the case, you must choose one of these Lores when writing your muster list. Magic"},"3262":{"id":"the-lores-of-magic/prose/battle-magic","path":"the-lores-of-magic/prose/battle-magic","title":"Battle Magic","pathText":"the lores of magic prose battle magic","type":"rule","body":"In the heat of battle, mighty Wizards summon columns of fire to burn through the enemy. In the deadly swirl of melee combat, powerful warrior mages smite their foes with fists that fall like hammers. In the Old World and beyond, Battle Magic is one of the most widely practised magical arts, for here battle is the one constant in life. Unlike many Wizards who spend long hours in darkened rooms studying their arcane arts by candlelight, practitioners of Battle Magic tend to be hardy individuals, as at home on the battlefield as they are in their libraries. This is because, unlike other lores that may be studied, Battle Magic is openly offensive and tailored towards use upon the field of battle (which, given the Lore's name, should come as no surprise), and it is here that masters of the Lore hone their skill. Practitioners of Battle Magic are favoured by cunning generals all across the Old World and beyond, and their services are often in high demand. Many an opposing army has been undone by devastating fireballs cast from afar, found a cloying mist obscuring their view, their path blocked by a bend in the river that was not there before, or their courage sapped as arrows fell upon them with supernatural accuracy. Those that wield Battle Magic will draw their power from whichever of the Winds of Magic suits their purpose. They grasp at the red wind, summoning forth fire from the air to rain upon the enemy, the green wind to armour themselves with the strength of oak, the grey wind to cow and demoralise their foe, and more besides. To a Battle Mage, the incorporeal dangers of harnessing several Winds of Magic at once are of little concern – what matters most is turning the tide and ensuring swift victory. Battle Magic Battle Magic"},"3263":{"id":"the-lores-of-magic/prose/daemonology","path":"the-lores-of-magic/prose/daemonology","title":"Daemonology","pathText":"the lores of magic prose daemonology","type":"rule","body":"Those that make study of the Realm of Chaos – that twisted and warped nether world in which the Ruinous Powers reside – are known as Daemonologists. These cursed souls are drawn to their study in the vain hope of gaining mastery over the daemonic denizens of that realm and turning their power back against the Chaos gods. Seldom are such noble intentions realised, for those that converse with Daemons are inevitably corrupted by their whispered lies. When a denizen of the Old World thinks of Daemons, they imagine the nightmare servants of the Chaos powers. Yet the pantheon of daemonic beings is far greater than this. Within the Realm of Chaos there dwells an infinite number of creatures that owe no allegiance to the Ruinous Powers. Such creatures often manifest within the mortal realm, some masquerading as elemental sprites, mischievous spirits of house and hearth, others possessing a host and bending it to their will. In truth, denizens of the Old World think of Daemons rarely, fearful that doing so might summon them forth! In this superstitious belief, Daemonologists are not like others. Through rituals and invocations shared and perfected within secretive covens, they endeavour to summon forth the most powerful of Daemons, hoping to entrap them and bind them to their will. Some use props in their craft, binding daemonic servants into mundane items such as books, oil lamps, staffs, even weapons of war. Thus bound, a Daemon becomes subservient to the Wizard that summoned it and must comply with its master's wishes. Yet Daemons are ever dishonest, their words and deeds selfish and cruel. Consequently, most Daemonologists quickly fall foul of the very beings they believed they had mastered. For all their mysticism and ritual, their secret orders and wealth of arcane knowledge, Daemonologists are not the enlightened seekers of truth many believe themselves to be. They are mere slaves to the powers they seek to master – there are no champions of Chaos, only the lost and the damned. Daemonology Daemonology"},"3264":{"id":"the-lores-of-magic/prose/dark-magic","path":"the-lores-of-magic/prose/dark-magic","title":"Dark Magic","pathText":"the lores of magic prose dark magic","type":"rule","body":"Once, only pure magic flowed into the world. Whole and unsullied, it was a natural force under the control of a race of god-like beings. With the coming of Chaos, this was to change as a darker, more unstable form of magic was unleashed into the mortal realm, one which refused to be chained by the hand of any mere mortal. With the collapse of the polar gates, Chaos came into the world. As it did, the pure and refined magic harnessed by the Old Ones came into contact with its influence for the first time within the mortal realm. Almost immediately, the corrupting power of Chaos began to work upon it as surely as it did the bodies and minds of mortals. Twisted and warped by Chaos, the unseen strands of colour that composed pure magic merged and bled into one another, causing the Winds of Magic to grow blackened and ever more unstable. Amongst the Elves of Ulthuan, there were those drawn to this phenomenon. Sensing a raw source of power, magic which could be mastered more easily, they began to experiment with its use. Quickly, most learned the dangers – that magic corrupted by Chaos would quickly corrupt those that sought to master it – yet there were those that persisted. Today, Dark Magic still torments the world. Wherever the touch of Chaos is felt most strongly, the Winds of Magic twist and coalesce into dark, roiling clouds. Many Wizards feel compelled to study and use Dark Magic, wielding it with careless abandon, enraptured by its potency and the apparent ease of its mastery. Yet those that dabble with Dark Magic are fools, for Dark Magic is like nothing so much as the raw stuff of chaos, and its use is a path to certain damnation and eternal servitude. Dark Magic Dark Magic"},"3265":{"id":"the-lores-of-magic/prose/elementalism","path":"the-lores-of-magic/prose/elementalism","title":"Elementalism","pathText":"the lores of magic prose elementalism","type":"rule","body":"All across the Old World there dwell Wizards able to bend the Winds of Magic to their will to such an extent that they can harness the power of the elements themselves to do their bidding. Such mages summon gale force winds and torrential rains from the heavens, raise earthen ramparts, and even call forth elemental spirits to do their bidding. Wizards that study Elementalism will often hide their art from the uneducated masses, for the powers they wield can easily be mistaken for darker arts such as Daemonology or Necromancy, summoning as they do elemental spirits from the ætheric netherworld. But for all the suspicion that haunts their study, their abilities are often in great demand. Many a farming community has sought out the aid of an Elementalist to end a period of drought; their ability to summon rain from a clear sky the difference between a prosperous and a failed harvest. Many a ship's captain will seek an Elementalist's services for long and dangerous voyages, hoping that their charms can deliver favourable winds and settle a restless ocean. Still other Elementalists conceal their craft behind a more mundane façade. Many a skilled blacksmith or farrier secretly manipulates the red wind to heat their forge and the iron that glows within it by arcane means, producing works of great wonder. Other Elementalists prefer to turn their magical powers to a different, more scientific purpose, melding arcane knowledge of the yellow wind and study of natural philosophy within the halls of academia to study alchemy. In battle, the powers an Elementalist wields are a considerable blessing, able as they are to disrupt the enemy lines, entrench and defend their own, and even cause the weapons of allies to burn with the heat of their forging whilst the armour of their foes crumbles to rust. Elementalism Elementalism"},"3266":{"id":"the-lores-of-magic/prose/high-magic","path":"the-lores-of-magic/prose/high-magic","title":"High Magic","pathText":"the lores of magic prose high magic","type":"rule","body":"In its purest form, magic glistens like a silver haze that fills the air, visible in and around all things to those gifted with the mage-sight. It is a wondrous thing, there to be manipulated by those with the talent and the learning. With long decades of study, a mage can manipulate pure magic to perform almost any deed imaginable, but the work is exhausting and the rituals complex. With the collapse of the polar gates, a torrent of magic was unleashed, the gentle clouds of silvery light becoming gusting gales and swirling storms. Upon completion of the Elves' great ritual – performed to lessen the magic flooding the world – the arcane works of the Old Ones shattered, causing the silver light of magic to fragment, revealing the kaleidoscopic Winds of Magic. Students of High Magic study each of these winds closely, becoming intimately familiar with their properties and potential over long years. With mastery of each wind, the mage edges closer to understanding High Magic and, eventually, becomes able to draw all of the winds together, crafting High Magic. This may seem similar to the use of Dark Magic, similar even to the lesser Lores of Magic. It is not. Where other Wizards grasp clumsily at the Winds of Magic, or warp them into darker hues, High Mages carefully bring all eight winds together, seeking the silvery light of pure magic and crafting spells of such sublime potency that lesser Wizards are struck dumb to witness. A simple fireball cast by a Battle Mage may burn hot with the power of the red wind, but one conjured by a High Mage will burn incandescently bright, searing the world and blinding all that gaze upon it. Such is the power of High Magic. High Magic High Magic"},"3267":{"id":"the-lores-of-magic/prose/illusion","path":"the-lores-of-magic/prose/illusion","title":"Illusion","pathText":"the lores of magic prose illusion","type":"rule","body":"The art of Illusion is a strange Lore of Magic. Where most Wizards wield their arcane might to change the world around them in direct fashion, Illusionists prefer to change the world in subtle ways, hiding their power to control minds and emotions behind the façade of stagecraft and trickery. For an Illusionist, it is the glamour and splendour of the casting itself, the use of magical power to confound and confuse, that is the aim of their conjuring. Many Illusionists travel the Old World, manipulating the innocent and subjecting the unwary to their will. Others find shelter within the entourage of a powerful lord or lady, masquerading as entertainers before courtiers and guests. Almost all maintain a pretence of stagecraft in everything they do, carefully crafted charms working to befuddle the minds of those around them, lulling an audience into an almost trancelike state in which the Illusionist's victims remain convinced that, no matter how overt the magic practiced before their eyes, they are witnessing a simple mummers act. Behind this pretence, Illusionists practise a profane art which thrives upon deceit and misdirection. They work the Winds of Magic in subtle ways, crafting mirage images that fill the mind with counterfeit memories and imposter emotions. It is by these means that Illusionists are able to manipulate those around them, bending them to their will, causing them to react to realities that are not, in fact, real. Illusion is, perhaps, the most dangerous of lores, both for those that practise it as well as those that witness it. A careless Illusionist can find themselves drawn into their own deceits, the Winds of Magic entrapping them and pulling their mind into a world that does not truly exist. Illusion Illusion"},"3268":{"id":"the-lores-of-magic/prose/lore-of-athel-loren","path":"the-lores-of-magic/prose/lore-of-athel-loren","title":"Lore of Athel Loren","pathText":"the lores of magic prose lore of athel loren","type":"rule","body":"Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid. A Wizard with the 'Lore of Athel Loren' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Athel Loren Spells & Spell Generation The Lores of Magic Lore of Athel Loren"},"3269":{"id":"the-lores-of-magic/prose/lore-of-beasts","path":"the-lores-of-magic/prose/lore-of-beasts","title":"Lore of Beasts","pathText":"the lores of magic prose lore of beasts","type":"rule","body":"Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet. A Wizard with the 'Lore of Beasts' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Beasts Spells & Spell Generation The Lores of Magic Lore of Beasts"},"3270":{"id":"the-lores-of-magic/prose/lore-of-chaos","path":"the-lores-of-magic/prose/lore-of-chaos","title":"Lore of Chaos","pathText":"the lores of magic prose lore of chaos","type":"rule","body":"Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves. A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos listed below. Lore of Chaos Spells & Spell Generation The Lores of Magic Lore of Chaos"},"3271":{"id":"the-lores-of-magic/prose/lore-of-daemons","path":"the-lores-of-magic/prose/lore-of-daemons","title":"Lore of Daemons","pathText":"the lores of magic prose lore of daemons","type":"rule","body":"A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will. A Wizard with 'Lore of Daemons' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below. Lore of Daemons Spells & Spell Generation The Lores of Magic Lore of Daemons"},"3272":{"id":"the-lores-of-magic/prose/lore-of-daemons-renegade","path":"the-lores-of-magic/prose/lore-of-daemons-renegade","title":"Lore of Daemons (Renegade)","pathText":"the lores of magic prose lore of daemons renegade","type":"rule","body":"A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will. A Wizard with 'Lore of Daemons' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below. Plague Wind Type Magical Vortex Casting Value 7+ Range 12\" Daemons of Nurgle only. Remains in Play. Place a small (3\") blast template so that its central hole is within 12\" of the caster. Whilst in play, the template is treated as dangerous terrain. The template scatters D6\" during every Start of Turn sub-phase. Any unit (friend or foe, but not including Daemons of Nurgle) that moves through the template, or that the template moves over suffers a -1 modifier to its Toughness characteristic for the remainder of the turn. Cacophonic Hymn Type Hex Casting Value 10+ Range 12\" Daemons of Slaanesh only. Remains in Play. If this spell is cast, the effects of any enchantment spell previously cast on the target unit immediately expire. In addition, whilst this spell is in play, the target unit becomes subject to the Stupidity special rule. Pink Fire Type Magic Missile Casting Value 8+ Range 18\" Daemons of Tzeentch only. The target enemy unit suffers D3+3 Strength 3 hits, each with an AP of - and with the Flaming Attacks special rule. Gift of Mutation Type Hex Casting Value 7+/10+ Range 12\" Daemons of Tzeentch only. If this spell is cast with a casting result of 8 or more, the target enemy unit suffers a -D3 modifier to one of the following characteristics (to a minimum of 1, chosen by the casting player). If this spell is cast with a casting result of 12 or more, the target enemy unit suffers a -D3 modifier to two of the following characteristics (to a minimum of 1, chosen by the casting player). This spell lasts until your next Start of Turn sub-phase: Weapon Skill Strength Toughness Lore of Daemons Spells & Spell Generation The Lores of Magic Magical Vortex Daemon of Nurgle Remains in Play Dangerous Terrain Start of Turn Hex Daemon of Slaanesh Remains in Play Stupidity Magic Missiles Daemon of Tzeentch Armour Piercing Flaming Attacks Hex Daemon of Tzeentch Start of Turn Lore of Daemons"},"3273":{"id":"the-lores-of-magic/prose/lore-of-gork","path":"the-lores-of-magic/prose/lore-of-gork","title":"Lore of Gork","pathText":"the lores of magic prose lore of gork","type":"rule","body":"Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects. A Wizard with the 'Lore of Gork' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Gork Spells & Spell Generation The Lores of Magic Lore of Gork"},"3274":{"id":"the-lores-of-magic/prose/lore-of-hashut","path":"the-lores-of-magic/prose/lore-of-hashut","title":"Lore of Hashut","pathText":"the lores of magic prose lore of hashut","type":"rule","body":"The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices. A Wizard with the 'Lore of Hashut' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Hashut Spells & Spell Generation The Lores of Magic Lore of Hashut"},"3275":{"id":"the-lores-of-magic/prose/lore-of-hashut-renegade","path":"the-lores-of-magic/prose/lore-of-hashut-renegade","title":"Lore of Hashut (Renegade)","pathText":"the lores of magic prose lore of hashut renegade","type":"rule","body":"The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices. A Wizard with the 'Lore of Hashut' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Curse of Hashut Type Magic Missile Casting Value 9+ Range 18\" This spell can only target enemy characters. However, it may target any enemy character that is within range and that the caster can draw a line of sight to, regardless of the usual rules for targeting characters, and may even target an enemy character that has joined a unit or that is engaged in combat. The target enemy character must immediately make a Toughness test. If this test is passed, it suffers D3 Strength 2 hits, each with an AP of -. If, however, this test is failed, it suffers D3+2 Strength 5 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Storm of Ash Type Hex Casting Value 9+ Range Self Until your next Start of Turn sub-phase, all enemy units suffer a -1 modifier to any rolls To Hit made whilst within 9\" of the caster's model (rolls of a natural 6 are unaffected). Flames of Hashut Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers D3+1 Strength 4 hits, each with an AP of -1. These hits have the Flaming Attacks special rule. Lore of Hashut Spells & Spell Generation The Lores of Magic Magic Missiles Armour Piercing Make Armour Saves (Combat) Regeneration (X+) Ward Saves Hex Range 'Self' Spells Start of Turn Assailment Armour Piercing Flaming Attacks Lore of Hashut"},"3276":{"id":"the-lores-of-magic/prose/lore-of-lustria","path":"the-lores-of-magic/prose/lore-of-lustria","title":"Lore of Lustria","pathText":"the lores of magic prose lore of lustria","type":"rule","body":"The Slann Mage-Priests are masters of magic able to wield tremendous power with almost contemptuous ease. With this power they are able to alter the environment around them and the fates of their loyal servants, summoning rains to wash away their foes, or calling upon the Winds of Magic to heal their champions. A Wizard with the 'Lore of Lustria' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Lustria Spells & Spell Generation The Lores of Magic Lore of Lustria"},"3277":{"id":"the-lores-of-magic/prose/lore-of-lustria-renegade","path":"the-lores-of-magic/prose/lore-of-lustria-renegade","title":"Lore of Lustria (Renegade)","pathText":"the lores of magic prose lore of lustria renegade","type":"rule","body":"The Slann Mage-Priests are masters of magic able to wield tremendous power with almost contemptuous ease. With this power they are able to alter the environment around them and the fates of their loyal servants, summoning rains to wash away their foes, or calling upon the Winds of Magic to heal their champions. A Wizard with the 'Lore of Lustria' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Apotheosis Type Enchantment Casting Value 8+/10+ Range 24\" This spell can only target friendly characters whose troop type is infantry or cavalry, but may target characters engaged in combat. If this spell is cast with a casting result of 8 or more, the target friendly model immediately regains D3 lost Wounds. If this spell is cast with a casting result of 10 or more, the target friendly model immediately regains D3+1 lost Wounds. In addition, the target friendly character gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule. Monsoon Type Magical Vortex Casting Value 8+ Range 15\" Remains in Play. Place a large (5\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. The template scatters D6\" during every Start of Turn sub-phase. Any enemy for there move though the template becomes 'drenched' for the remainder of the game. A drenched unit suffers a -1 To Hit modifier during the Shooting phase. A drenched model whose troop type is 'war machine' must roll a D6 before shooting. On a roll of 1, the model fails to shoot this turn. Lore of Lustria Spells & Spell Generation The Lores of Magic Enchantment Infantry Cavalry Fear Terror Magical Vortex Remains in Play Dangerous Terrain Start of Turn The Shooting Phase Lore of Lustria"},"3278":{"id":"the-lores-of-magic/prose/lore-of-mork","path":"the-lores-of-magic/prose/lore-of-mork","title":"Lore of Mork","pathText":"the lores of magic prose lore of mork","type":"rule","body":"Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks A Wizard with the 'Lore of Mork' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Mork Spells & Spell Generation The Lores of Magic Lore of Mork"},"3279":{"id":"the-lores-of-magic/prose/lore-of-naggaroth","path":"the-lores-of-magic/prose/lore-of-naggaroth","title":"Lore of Naggaroth","pathText":"the lores of magic prose lore of naggaroth","type":"rule","body":"Like their High Elf Kin, Dark Elves are skilled manipulators of the Winds of Magic. Yet where the power available to the Elves of Ulthuan is limited by their cautious approach, Dark Elves know no such limit, weaving high and dark magic with reckless abandon. A Wizard with the 'Lore of Naggaroth' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Naggaroth Spells & Spell Generation The Lores of Magic Lore of Naggaroth"},"3280":{"id":"the-lores-of-magic/prose/lore-of-naggaroth-renegade","path":"the-lores-of-magic/prose/lore-of-naggaroth-renegade","title":"Lore of Naggaroth (Renegade)","pathText":"the lores of magic prose lore of naggaroth renegade","type":"rule","body":"Like their High Elf Kin, Dark Elves are skilled manipulators of the Winds of Magic. Yet where the power available to the Elves of Ulthuan is limited by their cautious approach, Dark Elves know no such limit, weaving high and dark magic with reckless abandon. A Wizard with the 'Lore of Naggaroth' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Cursing Word Type Hex Casting Value 7+ Range 12\" Remains in Play. Whilst this spell is in play, the target enemy unit suffers a -1 modifier to either its Weapon skill characteristic, or its Ballistic Skill characteristic (chosen by the casting Wizard’s controlling player, to minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Black Horror Type Magical Vortex Casting Value 9+ Range 18\" Remains in Play. Place a large (5\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters 2D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over must immediately make D6 Strength tests. For each test that is failed, the unit loses a single Wound. Lore of Naggaroth Spells & Spell Generation The Lores of Magic Hex Remains in Play Magical Vortex Remains in Play Difficult Terrain Start of Turn Lore of Naggaroth"},"3281":{"id":"the-lores-of-magic/prose/lore-of-nehekhara","path":"the-lores-of-magic/prose/lore-of-nehekhara","title":"Lore of Nehekhara","pathText":"the lores of magic prose lore of nehekhara","type":"rule","body":"The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual. A Wizard with the 'Lore of Nehekhara' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Nehekhara Spells & Spell Generation The Lores of Magic Lore of Nehekhara"},"3282":{"id":"the-lores-of-magic/prose/lore-of-primal-magic","path":"the-lores-of-magic/prose/lore-of-primal-magic","title":"Lore of Primal Magic","pathText":"the lores of magic prose lore of primal magic","type":"rule","body":"In addition to the Lores of Magic detailed in the Warhammer: the Old World rulebook, some Wizards, especially those of a wild and chaotic nature, may know spells from the 'Primal Magic' Lore of Magic. As usual, if it is stated that a Wizard knows spells from one of a number of given Lores of Magic, you must choose one of these Lores when writing your muster list. Lore of Primal Magic Lores of Magic Lore of Primal Magic"},"3283":{"id":"the-lores-of-magic/prose/lore-of-saphery","path":"the-lores-of-magic/prose/lore-of-saphery","title":"Lore of Saphery","pathText":"the lores of magic prose lore of saphery","type":"rule","body":"While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy. Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic. A Wizard with the 'Lore of Saphery' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Saphery Spells & Spell Generation The Lores of Magic Lore of Saphery"},"3284":{"id":"the-lores-of-magic/prose/lore-of-the-great-maw","path":"the-lores-of-magic/prose/lore-of-the-great-maw","title":"Lore of the Great Maw","pathText":"the lores of magic prose lore of the great maw","type":"rule","body":"Emissaries of the Great Maw suck marrow from cracked bones or stuff huge chunks of raw meat into their mouths to aid their magical abilities. As they do, those around them feel replenished, the gnawing hunger that eternally chews at their guts subsiding. A Wizard with the 'Lore of the Great Maw' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of the Great Maw Spells & Spell Generation The Lores of Magic Lore of the Great Maw"},"3285":{"id":"the-lores-of-magic/prose/lore-of-the-great-maw-renegade","path":"the-lores-of-magic/prose/lore-of-the-great-maw-renegade","title":"Lore of the Great Maw (Renegade)","pathText":"the lores of magic prose lore of the great maw renegade","type":"rule","body":"Emissaries of the Great Maw suck marrow from cracked bones or stuff huge chunks of raw meat into their mouths to aid their magical abilities. As they do, those around them feel replenished, the gnawing hunger that eternally chews at their guts subsiding. A Wizard with the 'Lore of the Great Maw' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Toothcracker Type Enchantment Casting Value 6+/9+ Range 12\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains a +1 modifier to its Toughness characteristic (to a maximum of 10). If this spell is cast with a casting result of 10 or more, the target friendly unit gains a +2 modifier to its Toughness characteristic (to a maximum of 10). This spell lasts until the end of this turn. Trollguts Type Enchantment Casting Value 7+/10+ Range 15\" If this spell is cast with a casting result of 8 or more, the target friendly unit gains the Regeneration (6+) special rule. If this spell is cast with a casting result of 11 or more, the target friendly unit gains the Regeneration (5+) special rule. This spell lasts until your next Start of Turn sub-phase. Lore of the Great Maw Spells & Spell Generation The Lores of Magic Enchantment Enchantment Regeneration (X+) Start of Turn Lore of the Great Maw"},"3286":{"id":"the-lores-of-magic/prose/lore-of-the-horned-rat","path":"the-lores-of-magic/prose/lore-of-the-horned-rat","title":"Lore of the Horned Rat","pathText":"the lores of magic prose lore of the horned rat","type":"rule","body":"Skaven believe all magic originates from the same source, their powerful and fickle god – the Horned Rat. In truth, the potent and destructive magic of the Skaven relies upon the manipulation of the Winds of Magic, without which even the most devout and cunning Skaven would be unable to weave the simplest spell. A Wizard with the 'Lore of the Horned Rat' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of the Horned Rat Spells & Spell Generation The Lores of Magic Lore of the Horned Rat"},"3287":{"id":"the-lores-of-magic/prose/lore-of-the-horned-rat-renegade","path":"the-lores-of-magic/prose/lore-of-the-horned-rat-renegade","title":"Lore of the Horned Rat (Renegade)","pathText":"the lores of magic prose lore of the horned rat renegade","type":"rule","body":"Skaven believe all magic originates from the same source, their powerful and fickle god – the Horned Rat. In truth, the potent and destructive magic of the Skaven relies upon the manipulation of the Winds of Magic, without which even the most devout and cunning Skaven would be unable to weave the simplest spell. A Wizard with the 'Lore of the Horned Rat' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Skitterleap Type Conveyance Casting Value 7+ Range 18\" This spell can only target friendly characters whose Troop Type is infantry, but may target characters engaged in combat. You may immediately remove the target friendly character from the battlefield and replace it anywhere completely within 24\" of its original location, but not within 6\" of any enemy models. The target cannot move again during this Movement phase. Note that this spell allows a character to leave combat. Warp Lightning Type Magic Missile Casting Value 9+ Range 18\" The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -3. Cloud of Corruption Type Magical Vortex Casting Value 9+ Range 9\" Remains in Play. Place a small (3\") blast template so that its central hole is within 9\" of the caster. Whilst in play, the template is treated as dangerous terrain over which no line of sight can be drawn. Whilst within 3\" of one or more of these templates, enemy units suffer a -1 modifier to their Toughness characteristic (to a minimum of one). Lore of the Horned Rat Spells & Spell Generation The Lores of Magic Conveyance Infantry The Movement Phase Magic Missiles Armour Piercing Magical Vortex Remains in Play Dangerous Terrain Lore of the Horned Rat"},"3288":{"id":"the-lores-of-magic/prose/lore-of-the-lady","path":"the-lores-of-magic/prose/lore-of-the-lady","title":"Lore of the Lady","pathText":"the lores of magic prose lore of the lady","type":"rule","body":"The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers. A Wizard with the 'Lore of the Lady' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of the Lady Spells & Spell Generation The Lores of Magic Lore of the Lady"},"3289":{"id":"the-lores-of-magic/prose/lore-of-the-shadowlands","path":"the-lores-of-magic/prose/lore-of-the-shadowlands","title":"Lore of the Shadowlands","pathText":"the lores of magic prose lore of the shadowlands","type":"rule","body":"In addition to the Lores of Battle Magic, Daemonology and Dark Magic listed on their profiles in Ravening Hordes, Sorcerers of Chaos may know spells from the 'Lore of the Shadowlands' Lore of Magic. As usual, you must choose one of these Lores the Sorcerer will know spells from when writing your muster list. Lore of the Shadowlands Battle Magic Daemonology Dark Magic Lore of the Shadowlands"},"3290":{"id":"the-lores-of-magic/prose/lore-of-the-wilds","path":"the-lores-of-magic/prose/lore-of-the-wilds","title":"Lore of the Wilds","pathText":"the lores of magic prose lore of the wilds","type":"rule","body":"In addition to the Lores of Magic detailed in the Warhammer: the Old World rulebook, some Wizards, especially those who dwell within the borders of the Old World's ancient forests, may know spells from the Lore of the Wilds Lore of Magic. As usual, if it is stated that a Wizard knows spells from one of a number of given Lores of Magic, you must choose one of these Lores when writing your muster list. Lore of the Wilds Lores of Magic Lore of the Wilds"},"3291":{"id":"the-lores-of-magic/prose/lore-of-troll-magic","path":"the-lores-of-magic/prose/lore-of-troll-magic","title":"Lore of Troll Magic","pathText":"the lores of magic prose lore of troll magic","type":"rule","body":"In addition to the Lores of Magic detailed in the Warhammer: the Old World rulebook, some Wizards, especially those with an affinity for Trolls, may know spells from the Lore of Troll Magic. As usual, if it is stated that a Wizard knows spells from one of a number of given Lores of Magic, you must choose one of these Lores when writing your muster list. Lore of Troll Magic The Lores of Magic Lore of Troll Magic"},"3292":{"id":"the-lores-of-magic/prose/lore-of-undeath","path":"the-lores-of-magic/prose/lore-of-undeath","title":"Lore of Undeath","pathText":"the lores of magic prose lore of undeath","type":"rule","body":"Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters of undeath. A Wizard with the 'Lore of Undeath' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Undeath Spells & Spell Generation The Lores of Magic Lore of Undeath"},"3293":{"id":"the-lores-of-magic/prose/lore-of-undeath-renegade","path":"the-lores-of-magic/prose/lore-of-undeath-renegade","title":"Lore of Undeath (Renegade)","pathText":"the lores of magic prose lore of undeath renegade","type":"rule","body":"Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters of undeath. A Wizard with the 'Lore of Undeath' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Vanhal's Danse Macabre Type Enchantment Casting Value 7+/11+ Range 12\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains a +D3 modifier to one of the following characteristics (to a maximum of 10). If this spell is cast with a casting result of 11 or more, the target friendly unit gains a +D3 modifier to two of the following characteristics (to a maximum of 10). This spell lasts until your next Start of Turn sub-phase. Movement Weapon Skill Initiative Hellish Vigour Type Enchantment Casting Value 6+/10+ Range Self If this spell is cast with a casting result of 6 or more, a single friendly unit that has the Necromantic Undead special rule and is within the caster's Command range gains the Reserve Move special rule. If this spell is cast with a casting result of 10 or more, every friendly unit that has the Necromantic Undead special rule and is within the caster's Command range gains the Reserve Move special rule. This spell lasts until the end of this turn. Raise Dead Type Enchantment Casting Value 9+ Range 12\" Place a unit of 2D3 Risen Zombies on the battlefield anywhere completely within 12\" of this model, but not within 1\" of any enemy models. This unit cannot declare a charge during the turn in which it was raised: Troop Type: Regular Infantry Base Size: 25 x 25 mm Unit Size: 2-6 Equipment: Hand weapons Special Rules: Necromantic Undead, Regeneration (6+), Skirmishers, The Newly Dead Note that Risen Zombies are not worth any Victory Points. Lore of Undeath Spells & Spell Generation The Lores of Magic Enchantment Start of Turn Enchantment Range 'Self' Spells Necromantic Undead Command Range Reserve Move Enchantment The Charge Move Regular Infantry Necromantic Undead Regeneration (X+) Skirmish Formation The Newly Dead Victory Points (Warhammer Battles) Lore of Undeath"},"3294":{"id":"the-lores-of-magic/prose/lore-of-yang","path":"the-lores-of-magic/prose/lore-of-yang","title":"Lore of Yang","pathText":"the lores of magic prose lore of yang","type":"rule","body":"In the teaching of Feng Shi sorcery, the Winds of Magic are divided into two groups: Yin and Yang. Through long years of study, Yang Mages learn to control the tumultuous blustering of the Winds of Magic. As masters of the elements and the heavens, they wield magic that is bright, vibrant and extremely powerful. A Wizard with the 'Lore of Yang' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Yang Lore of Yang"},"3295":{"id":"the-lores-of-magic/prose/lore-of-yin","path":"the-lores-of-magic/prose/lore-of-yin","title":"Lore of Yin","pathText":"the lores of magic prose lore of yin","type":"rule","body":"Those that study the art of Yin magic wield dark and dangerous powers. They twist together the Winds of Magic to craft potent spells of brutal force, spells that can twist nature and upend the natural order of the world. At their command, the very light retreats, replaced by dark shadows from which elemental creatures creep to do their bidding. A Wizard with the 'Lore of Yin' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Lore of Yin Lore of Yin"},"3296":{"id":"the-lores-of-magic/prose/necromancy","path":"the-lores-of-magic/prose/necromancy","title":"Necromancy","pathText":"the lores of magic prose necromancy","type":"rule","body":"Of all the mages that study the Lores of Magic, those that practise the art of Necromancy are the most shunned and reviled, yet simultaneously often the most sought after. Necromancy is the study of death, and of more than death – Necromancy is the means by which those trapped within the mortal coil can penetrate through the shroud of death into Morr's dark realm, to commune with the spirits of the departed and witness the wisdom of ancestors. Necromancers make use of the darker Winds of Magic, the purple wind of death and the grey wind of shadow most often, melding them with the green wind of life and the amber wind of beasts. From these disparate strands of ætheric power they craft charms and incantations that grant them a power to reach beyond death's embrace. With this power, Necromancers summon spirits and commune with the dead, channelling the spirits of the departed that they may speak with the living. Still others take their study further into the dark, dallying with the blackest of magics, the raw power of chaos. Some utilise foul warpstone to enhance their control of this writhing, evil force, using the wicked material to draw bleak power ever more closely about their withered forms, channelling this dark energy into the husks of dead things and crafting vile unlife from cold, lifeless corpses pulled from the dark earth. For every Necromancer gainfully employed in spiritualism, communing with the souls of departed loved ones, there is certain to be another skulking in graveyards and mausoleums, disturbing the dead and seeking to extend their own life by means magical and profane. This is why Necromancers are so untrusted and unloved – for honest and good citizens of the Old World can never be sure just how deep into the shadows a Necromancer has delved. Necromancy Necromancy"},"3297":{"id":"the-lores-of-magic/prose/spell-categories-lores","path":"the-lores-of-magic/prose/spell-categories-lores","title":"Spell Categories (Lores)","pathText":"the lores of magic prose spell categories lores","type":"rule","body":"Spells fall into six categories. These determine during which phase of the game they can be cast. These are: Enchantment: Spells that empower the caster's allies, protecting them with sorcerous wards and magically enhancing their fighting prowess. Hex: The opposite of Enchantment spells, spells that weaken the enemy in some way, perhaps slowing them down or sapping their strength. Conveyance: These spells enable Wizards to enhance movement or transport units from place to place. Magic Missiles: These are sorcerous projectiles that the Wizard hurls at the foe. Magic Missiles can only target enemy units. Magical Vortex: These are roiling globes of magical energy that travel across the battlefield wreaking all kinds of havoc. Assailment: These spells are deadly attacks that strike the foe without warning. Enchantment Hex Conveyance Magic Missiles Magical Vortex Assailment"},"3298":{"id":"the-lores-of-magic/prose/spells-and-spell-generation","path":"the-lores-of-magic/prose/spells-and-spell-generation","title":"Spells & Spell Generation","pathText":"the lores of magic prose spells and spell generation","type":"rule","body":"Each player randomly generates spells for each of their Wizards before armies are deployed. If your army contains more than one Wizard, you may generate spells for each in an order of your choosing. Each Lore of Magic contains seven spells: six numbered (1-6) and a seventh 'signature' spell. To determine the spells your Wizard knows, roll a number of D6 equal to their Level of Wizardry, re-rolling any duplicate results. The result(s) show which spell(s) your Wizard knows. If you wish, your Wizard may discard one of these randomly generated spells and instead select the signature spell of their chosen Lore of Magic. Any number of Wizards in your army may do this. Note that Wizards in the same army may know the same spell(s), so individual spells may be duplicated within your army. However, no single Wizard can know the same spell twice."},"3299":{"id":"the-lores-of-magic/prose/waaagh-magic","path":"the-lores-of-magic/prose/waaagh-magic","title":"Waaagh! Magic","pathText":"the lores of magic prose waaagh magic","type":"rule","body":"When Orc and Goblin tribes march to war (as they are given to do with alarming regularity), they are accompanied by powerful shamans. These 'Weirdboy' and 'Oddgit' shamans, as Orcs and Goblins call them, are each a living conduit to Gork and Mork, the primitive gods of their kind, and each can wield such arcane might that even the most learned of Elven mages would have to be impressed. The power of Orc and Goblin Shamans does not come primarily from the Winds of Magic, but from the raw Waaagh! magic radiated by their kind. A potent force barely understood by mages of other races, Waaagh! magic can consume the Winds of Magic, absorbing them and deadening the mage-sight of other Wizards. As Orcs and Goblins rush into battle, the Waaagh! rises in great storms that spring forth to drown entire regions, before draining away once more, leaving only wisps of magical potential behind. An Orc or Goblin Shaman, blessed by Gork (or possibly Mork) can focus the Waaagh! through the power of their mind (such as it is), casting spells as brutal and cunning as Gork and Mork themselves. These shamans have been known to burst the skulls of their foes, to shoot beams of crackling green death from their beady eyes or to summon almighty green appendages from the skies to punch and kick the enemy. Yet with great power comes great peculiarity, and shamans are a most peculiar breed. Constant exposure to the raw Waaagh! and the will of their gods causes Orcs and Goblins to become somewhat unhinged. Consequently, their shamans are prone to drifting into trances, breaking uncontrollably into spasmodic dancing, and talking animatedly to unseen entities. Of course, for the average Orc or Goblin, such behaviour is a bonus – after all, how can one be impressed by a Wizard that doesn't act the part? Waaagh! Magic Waaagh! Magic"},"3300":{"id":"the-movement-phase/prose","path":"the-movement-phase/prose","title":"The Movement Phase","pathText":"the movement phase prose","type":"rule","body":"Mastery of the Movement phase is vital to victory on the battlefield. It is in this phase that you will attempt to outmanoeuvre your foe, by moving archers into positions from which to dominate the battlefield, advancing cavalry along a flank to exploit enemy weaknesses and positioning regiments to intimidate the enemy before charging boldly into combat when the time is right. As movement is such a vital part of the game, this section is broken down into two parts. The first gives an overview of the Movement phase itself. The second explains movement in greater detail. As always, if you are not yet familiar with the game, be prepared to spend some time checking other sections of the rules as you read through this section."},"3301":{"id":"the-movement-phase/prose/charge-moves","path":"the-movement-phase/prose/charge-moves","title":"Charge Moves","pathText":"the movement phase prose charge moves","type":"rule","body":"With charge reactions declared and resolved, it is time to see whether or not the charges are successful. Work through charges one at a time, in an order decided by the active player, completing each before moving on to the next."},"3302":{"id":"the-movement-phase/prose/charge-reactions","path":"the-movement-phase/prose/charge-reactions","title":"Charge Reactions","pathText":"the movement phase prose charge reactions","type":"rule","body":"Once the active player has declared all of their charges, the inactive player declares a 'charge reaction' for each of the charge targets. There are three charge reactions available to the inactive player: Hold, Stand & Shoot and Flee. Hold Stand & Shoot Flee (Charge Reaction)"},"3303":{"id":"the-movement-phase/prose/charge-reactions-and-multiple-charging-units","path":"the-movement-phase/prose/charge-reactions-and-multiple-charging-units","title":"Charge Reactions & Multiple Charging Units","pathText":"the movement phase prose charge reactions and multiple charging units","type":"rule","body":"A unit can only Stand & Shoot in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Stand & Shoot at. The unit will then Hold against the other charging units. If a unit charged by multiple enemy units chooses to Flee, it will flee directly away from the enemy unit with the highest Unit Strength. If two enemy units have the same Unit Strength, randomly determine which the unit flees directly away from. Note that, in its haste to flee from one charging enemy unit, a unit might flee through another enemy unit. Stand & Shoot Unit Strength Fleeing Through Enemy Units"},"3304":{"id":"the-movement-phase/prose/charging-more-than-one-unit","path":"the-movement-phase/prose/charging-more-than-one-unit","title":"Charging More than One Unit","pathText":"the movement phase prose charging more than one unit","type":"rule","body":"Normally, a unit can only declare a charge against a single enemy unit. However, should a unit be unable to charge its intended target without making contact with one or more other enemy units, a charge must also be declared against each of those units. In such cases, each charged unit is considered to be a charge target and each must declare and resolve its own charge reaction (in an order chosen by their controlling player)."},"3305":{"id":"the-movement-phase/prose/compulsory-moves","path":"the-movement-phase/prose/compulsory-moves","title":"Compulsory Moves","pathText":"the movement phase prose compulsory moves","type":"rule","body":"Generally speaking, a player can move their units however they wish within the confines of the rules. However, sometimes units behave of their own accord. All compulsory movement is carried out in this sub-phase, after charges have been resolved, but before other movement takes place."},"3306":{"id":"the-movement-phase/prose/declare-charges-and-charge-reactions","path":"the-movement-phase/prose/declare-charges-and-charge-reactions","title":"Declare Charges & Charge Reactions","pathText":"the movement phase prose declare charges and charge reactions","type":"rule","body":"At the start of your Movement phase, the first thing you must do is declare which units (if any) will charge. Units are not normally obliged to charge unless a special rule states otherwise. Charging is the only way for a unit to move itself into combat with the foe. If you want to engage an enemy in combat then you must charge them – you cannot simply move into combat without having first declared a charge. To declare a charge you must indicate which of your units is charging, and which enemy unit it is going to charge. A charged unit is often referred to as the 'charge target'. When you declare a charge, one or more of the models in your unit must be able to draw a line of sight to the charge target, and the charge target must lie at least partially within the charging unit's front arc. You are always allowed to measure the distance between your unit and the potential charge target before declaring the charge, and should take into account any terrain that might slow the unit down, as this might well affect your decision whether or not to declare a charge. Charge movement is explained in The Charge Move section. Difficult Terrain The Charge Move"},"3307":{"id":"the-movement-phase/prose/determine-charge-range","path":"the-movement-phase/prose/determine-charge-range","title":"Determine Charge Range","pathText":"the movement phase prose determine charge range","type":"rule","body":"How far a unit can charge is based on its Movement characteristic. However, because a charge represents warriors rushing forward at speed, units can charge further than their basic Movement characteristic. To represent this, as well as the caprices of fate, a unit's 'charge range' is determined by first making a 'Charge' roll. To make a Charge roll, roll two D6 and discard the lowest result. The highest result is the result of the Charge roll. If both dice roll the same result, discard either. The result of the Charge roll is then added to the unit's Movement characteristic to give the unit's charge range. With its charge range established, the charging unit makes its charge move. If the charging unit has insufficient movement to complete its charge move, it is unable to reach the enemy and instead makes a failed charge (see Fig 121.1). The Charge Move Failed Charge"},"3308":{"id":"the-movement-phase/prose/failed-charge","path":"the-movement-phase/prose/failed-charge","title":"Failed Charge","pathText":"the movement phase prose failed charge","type":"rule","body":"A unit that makes a failed charge has started towards the enemy, but is unable to cover the distance. The warriors in the unit simply lose impetus. If a unit makes a failed charge it moves directly towards the target a distance equal to the result of the Charge roll, wheeling as required."},"3309":{"id":"the-movement-phase/prose/flee-charge-reaction","path":"the-movement-phase/prose/flee-charge-reaction","title":"Flee (Charge Reaction)","pathText":"the movement phase prose flee charge reaction","type":"rule","body":"Any unit that is not already engaged in combat may Flee as a charge reaction. Units already fleeing must Flee when charged. When a unit chooses to Flee from a charge, it flees directly away from the charging unit: Pivot the unit about its centre so that it is facing directly away from the centre of the charging enemy unit. After pivoting, the unit makes an immediate flee move. Should a fleeing unit not run far enough, it may be run down and destroyed by the charging unit. Pivoting Flee! Running Down the Foe"},"3310":{"id":"the-movement-phase/prose/fleeing-units-movement","path":"the-movement-phase/prose/fleeing-units-movement","title":"Fleeing Units (Movement)","pathText":"the movement phase prose fleeing units movement","type":"rule","body":"Units that failed to Rally during the Strategy phase will continue to flee during the Compulsory Moves sub-phase. Fleeing units must be moved at the beginning of this subphase, before moving any other units that are obliged to make a compulsory move. Moving a fleeing unit is often a complicated procedure. For this reason, fleeing itself is covered in greater detail after the basics of movement and manoeuvre have been explained in more detail. Rally Fleeing Units The Strategy Phase Flee! Basic Movement Manoeuvres"},"3311":{"id":"the-movement-phase/prose/hold","path":"the-movement-phase/prose/hold","title":"Hold","pathText":"the movement phase prose hold","type":"rule","body":"The unit opts to stand its ground and receive the charge. This is the usual response for units that do not have missile weapons or those units that favour their chances in the fight ahead. Fleeing units cannot Hold. Units already engaged in combat when charged must Hold. Any unit that forgets to declare a charge reaction will Hold."},"3312":{"id":"the-movement-phase/prose/maximum-possible-charge-range","path":"the-movement-phase/prose/maximum-possible-charge-range","title":"Maximum Possible Charge Range","pathText":"the movement phase prose maximum possible charge range","type":"rule","body":"A unit's maximum possible charge range is determined by adding six (the highest possible result of an unmodified Charge roll) to its current Movement characteristic (taking into account any modifiers that might apply to its Movement characteristic)."},"3313":{"id":"the-movement-phase/prose/other-types-of-compulsory-movement","path":"the-movement-phase/prose/other-types-of-compulsory-movement","title":"Other Types of Compulsory Movement","pathText":"the movement phase prose other types of compulsory movement","type":"rule","body":"Other units that must move in the Compulsory Moves sub-phase follow the normal movement rules, unless stated otherwise. Any special rules that apply to units that have a compulsory move will be described within their rules. For example, some units have a random Movement characteristic. In other cases, a unit might be obliged to move in a specific direction, or even in a random direction. Whatever the case, any compulsory moves are resolved now, after all fleeing units have moved. These compulsory moves can be resolved in any order the controlling player wishes."},"3314":{"id":"the-movement-phase/prose/remaining-moves","path":"the-movement-phase/prose/remaining-moves","title":"Remaining Moves","pathText":"the movement phase prose remaining moves","type":"rule","body":"With all charges and compulsory moves attended to, you can now move the rest of your army. While it might lack the drama of charging or the jeopardy of compulsory moves, the Remaining Moves sub-phase is no less important. During this sub-phase players manoeuvre their remaining units in order to set up charges for future turns, as well as attempt to deny future charges their opponent will wish to make. This is also the time to manoeuvre missile troops and Wizards so that they have suitable targets, seize important areas of the battlefield, and so on. Finally, Conveyance spells can be cast at any point during this sub-phase. Note that units which are fleeing, that charged this turn or that moved during the Compulsory Moves sub-phase cannot move again during this sub-phase. Their movement for the turn has already been completed. Conveyance"},"3315":{"id":"the-movement-phase/prose/stand-and-shoot","path":"the-movement-phase/prose/stand-and-shoot","title":"Stand & Shoot","pathText":"the movement phase prose stand and shoot","type":"rule","body":"If a unit is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it will attempt to Stand & Shoot. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit is unable to raise its weapons in time and must either Hold or Flee instead. Otherwise, even if the distance between the two units is greater than the maximum range of the charged unit's weapons, the charged unit will shoot at the charging unit. Once this shooting has been resolved, the charged unit will Hold and await the charging unit. Charging units are not required to make Panic tests. Fleeing units and units already engaged in combat when charged cannot Stand & Shoot. Hold Flee (Charge Reaction) Choose Unit & Declare Target Panic Tests"},"3316":{"id":"the-movement-phase/prose/the-1-rule","path":"the-movement-phase/prose/the-1-rule","title":"The 1\" Rule","pathText":"the movement phase prose the 1 rule","type":"rule","body":"There is one rule of movement that applies throughout the game – the 1\" rule. Quite simply, with the exception of units engaged in combat, no unit can end its movement within 1\" of an enemy unit. Often, a unit will have to move within 1\" of another unit during its move. This is perfectly acceptable, provided that, at the end of the movement, there is 1\" between it and any enemy units. At times, once movement is complete, players may have to nudge units further apart, by the smallest amount possible, to maintain this rule, and this is also perfectly acceptable. Both players should agree upon how best to do this and ensure neither gain any unfair advantage."},"3317":{"id":"the-movement-phase/prose/the-charge-move-intro","path":"the-movement-phase/prose/the-charge-move-intro","title":"The Charge Move (Intro)","pathText":"the movement phase prose the charge move intro","type":"rule","body":"Moving a charging unit is often a complicated procedure. For this reason, the charge move itself is covered in greater detail elsewhere, after the basics of movement and manoeuvre have been explained. The Charge Move"},"3318":{"id":"the-movement-phase/prose/the-movement-phase-sequence","path":"the-movement-phase/prose/the-movement-phase-sequence","title":"The Movement Phase Sequence","pathText":"the movement phase prose the movement phase sequence","type":"rule","body":"As with other phases of the game, the Movement phase is broken down into four sub-phases. Work your way through these in the order shown below. The units in your army can act in whatever order you wish within each sub-phase, providing that you complete one sub-phase before moving onto the next. As movement is such a vital part of the game, this section is broken down into two parts. The first gives an overview of the Movement phase itself. The second explains movement in greater detail. As always, if you are not yet familiar with the game, be prepared to spend some time checking other sections of the rules as you read through this section. Declare Charges & Charge Reactions The active player declares which of their units will charge, nominating one unit at a time and indicating which enemy unit it will charge. Once all charges have been declared, the inactive player declares and resolves each charged unit's charge reaction. Charge Moves Once all charges have been declared and all charge reactions have been resolved, the active player moves their charging units in an order of their choosing. Compulsory Moves Sometimes, a player has no choice over whether or not to move a unit; for example, a fleeing unit is obliged to make a flee move. All compulsory moves are made during this sub-phase. Remaining Moves During this sub-phase, the active player advances their battle line, moving those units that did not move during the Charge Moves or Compulsory Moves sub-phases. Declare Charges & Charge Reactions Charge Moves Compulsory Moves Remaining Moves"},"3319":{"id":"the-movement-phase/prose/who-can-charge","path":"the-movement-phase/prose/who-can-charge","title":"Who Can Charge?","pathText":"the movement phase prose who can charge","type":"rule","body":"Not all units can charge. Units that are already engaged in combat, that are fleeing, or that rallied during the Strategy phase of this turn cannot declare a charge or make a charge move. Units that are in Marching Column can declare a charge, but cannot make a charge move. In rarer cases, units may be prevented from either declaring a charge, or making a charge move, by a special rule or spell effect. Additionally, a unit cannot declare an impossible charge – i.e., one that it cannot possibly complete, either because the enemy unit lies beyond the chargers' maximum possible charge range, or because intervening obstructions make it impossible for the unit to make a charge move that allows it to move into contact. Note that if such an obstruction is another unit, and there is a chance that the intervening unit will move out of the chargers' way before the charge is completed, the charge is 'possible', and therefore can be declared (remember that you still need to see the target to declare the charge though). Determine Charge Range"},"3320":{"id":"the-psychology-of-war/prose","path":"the-psychology-of-war/prose","title":"The Psychology of War","pathText":"the psychology of war prose","type":"rule","body":"The battlefield is full of noise, confusion and death. Faced with allies and comrades meeting grisly ends all around whilst battling fearsome foes, you may find that your warriors succumb to panic and scatter, rather than fight on. The psychological trauma of battle can cause even the bravest of warriors to panic, and when they do they are likely to flee. Consequently, panic (and more importantly, resisting the urge to give in to panic) plays an important role in Warhammer: the Old World."},"3321":{"id":"the-psychology-of-war/prose/common-causes-of-panic","path":"the-psychology-of-war/prose/common-causes-of-panic","title":"Common Causes of Panic","pathText":"the psychology of war prose common causes of panic","type":"rule","body":"There are many special rules, spells and magic items that can cause an enemy to make a Panic test. In such cases, the description of the special rule, spell or magic item itself will provide details. However, there are certain circumstances that arise regularly in games which always cause units affected to make a Panic test. Panic Tests"},"3322":{"id":"the-psychology-of-war/prose/fled-through","path":"the-psychology-of-war/prose/fled-through","title":"Fled Through","pathText":"the psychology of war prose fled through","type":"rule","body":"A unit must immediately make a Panic test if a friendly unit moves through it whilst fleeing or falling back in good order. For simplicity, resolve the movement of the fleeing unit before making and resolving the Panic test. A unit that fails a Panic test after being fled through will flee directly away from the nearest enemy unit which is not itself fleeing. Note that this can prove the most destructive form of panic, as one unit can panic and flee through another unit, which in turn might panic and flee through a further unit, and so on until your battle line is in total disarray."},"3323":{"id":"the-psychology-of-war/prose/heavy-casualties","path":"the-psychology-of-war/prose/heavy-casualties","title":"Heavy Casualties","pathText":"the psychology of war prose heavy casualties","type":"rule","body":"If, during any single phase other than the Combat phase, a unit loses more than a quarter (25%) of the models it contained at the start of that phase, it must make a Panic test. A unit that fails a Panic test caused by heavy casualties will flee directly away from the enemy unit that caused those casualties. If the casualties were not caused by an enemy unit, the unit will instead flee from the nearest enemy unit which is not itself fleeing. Note that heavy casualties caused during the Combat phase do not cause Panic tests. During combat, the urgency of defeating the enemy and driving them back (represented by calculating combat results and making Break tests) takes precedence. Panic Tests"},"3324":{"id":"the-psychology-of-war/prose/nearby-friend-destroyed","path":"the-psychology-of-war/prose/nearby-friend-destroyed","title":"Nearby Friend Destroyed","pathText":"the psychology of war prose nearby friend destroyed","type":"rule","body":"If a unit with a Unit Strength of 5 or more is destroyed, all friendly units within 6\" must immediately make a Panic test. Leave the destroyed unit in place until the tests are made in order to give a point to measure from. Once all tests have been made, any unit that failed its Panic test will flee directly away from the nearest enemy unit which is not itself fleeing. Unit Strength Panic Tests"},"3325":{"id":"the-psychology-of-war/prose/nearby-friend-flees-combat","path":"the-psychology-of-war/prose/nearby-friend-flees-combat","title":"Nearby Friend Flees Combat","pathText":"the psychology of war prose nearby friend flees combat","type":"rule","body":"If a unit with a Unit Strength of 5 or more loses a combat and, after making its Break test, either Breaks and flees or Falls Back in Good Order, all friendly units within 6\" must immediately make a Panic test. Leave the friendly unit that caused the Panic test in place until the tests are made in order to give a point to measure from. Once all tests have been made, any unit that failed its Panic test will flee directly away from the nearest enemy unit which is not itself fleeing. Note that it does not matter if the unit that lost combat Breaks and flees or Falls Back in Good Order as, amidst the clamour of battle, friendly units are seldom able to tell the difference. Unit Strength"},"3326":{"id":"the-psychology-of-war/prose/no-need-for-hysterics-psychology","path":"the-psychology-of-war/prose/no-need-for-hysterics-psychology","title":"No Need for Hysterics (Psychology)","pathText":"the psychology of war prose no need for hysterics psychology","type":"rule","body":"A unit only needs to make one Panic test in each phase of the game, even if there are multiple reasons to take Panic tests. Most Panic tests are made immediately, and in larger games you may find it helpful to mark units that have already made a Panic test. In addition, a unit is not required to make a Panic test if: It is making a Charge move. It is engaged in combat. It is already fleeing and has yet to rally. Panic Tests"},"3327":{"id":"the-psychology-of-war/prose/panic-tests","path":"the-psychology-of-war/prose/panic-tests","title":"Panic Tests","pathText":"the psychology of war prose panic tests","type":"rule","body":"Panic tests have been covered briefly in previous sections, particularly in the Shooting section. In the following sections, Panic tests and their causes are covered in greater detail. A Panic test is a test made to determine if a unit can hold its nerve and follow orders under tremendous pressure. If two or more units from the same army have to make Panic tests at the same time, the controlling player chooses the order in which the tests are made. To make a Panic test, test against the unit's Leadership characteristic: If this test is failed, the unit has succumbed to panic and must either Fall Back in Good Order or flee (see below). If this test is passed, the unit remains resolute in the face of enemy fire and does not panic. What happens to a unit that fails a Panic test will depend upon how many casualties that unit has suffered. A unit that has suffered only a few casualties will retreat, but will quickly rally, whereas a unit that has suffered a significant amount of casualties will turn tail and flee. Fall Back in Good Order If more than half (50%) of the models the unit contained at the start of the battle still remain, it will Fall Back in Good Order. Flee If only half (50%), or fewer than half, of the models the unit contained at the start of the battle still remain, it will immediately turn tail and flee. Fall Back in Good Order Flee!"},"3328":{"id":"the-shooting-phase/prose","path":"the-shooting-phase/prose","title":"The Shooting Phase","pathText":"the shooting phase prose","type":"rule","body":"During the Shooting phase, your army lets fly with the missile weapons at its disposal, be they humble bows, fantastical war machines or devastating spells. Most armies will contain a unit or two of archers, a war machine or a Wizard that knows various deadly spells, and will use these to thin the enemy ranks. Other armies will field masses and masses of missile units, intending to seize victory in the Shooting phase by obliterating the enemy at long range. This section covers the shooting rules for common weapons and the majority of troop types, including Wizards able to cast Magic Missiles or Magical Vortex spells. War machines and other, more peculiar, devices of destruction are explained in greater detail in their own section. However, even the most colossal trebuchet is governed by many of the same rules as the humble bow and arrow, so it is worth reading through this section before unlimbering your organ gun. Wizards Magic Missiles Magical Vortex War Machines"},"3329":{"id":"the-shooting-phase/prose/7-to-hit","path":"the-shooting-phase/prose/7-to-hit","title":"7+ to Hit","pathText":"the shooting phase prose 7 to hit","type":"rule","body":"Sometimes, the negative modifiers applied to a roll To Hit may result in you needing to roll a 7 or more on a single D6. For example, a model with BS2 normally hits on a roll of 5 or above. But if you apply a -2 modifier to a roll of 5 it becomes a roll of 3. Therefore, you would need to roll a 7 to achieve the target number of 5+, which is not, strictly speaking, possible on a six-sided dice. In such cases, there is still a chance of hitting. Roll To Hit as normal. Each dice that rolls a natural 6 represents that chance of hitting and is rolled again, as shown below: 7+ To Hit D6 Roll Needed Will Hit On A Natural 6… 7 followed by a 4+ 8 followed by a 5+ 9 followed by a 6 10 Impossible! To continue the previous example, if a unit of models with BS2 suffered a -2 To Hit modifier, simply roll To Hit as normal. Then, take each dice that rolls a natural 6 and roll it again. Each of these dice that rolls a 4 or more is a hit."},"3330":{"id":"the-shooting-phase/prose/armour-piercing","path":"the-shooting-phase/prose/armour-piercing","title":"Armour Piercing","pathText":"the shooting phase prose armour piercing","type":"rule","body":"A weapon's Armour Piercing (AP) characteristic represents its ability to cut through armour. This is always presented as a negative modifier, which is applied to the Armour Save roll. For example, if the target of an attack made by a weapon with an AP characteristic of -1 has an armour value of 5+, it would need to roll a 6 when making its Armour Save roll. A roll of 5 would give a result of 4 once the modifier is applied."},"3331":{"id":"the-shooting-phase/prose/automatic-hits","path":"the-shooting-phase/prose/automatic-hits","title":"Automatic Hits","pathText":"the shooting phase prose automatic hits","type":"rule","body":"Some attacks hit automatically, simply causing a number of hits with no roll To Hit required. In such cases, it is exactly as it sounds – do not make a roll To Hit, the attack hits automatically."},"3332":{"id":"the-shooting-phase/prose/bs-of-6-or-higher","path":"the-shooting-phase/prose/bs-of-6-or-higher","title":"BS of 6 or Higher","pathText":"the shooting phase prose bs of 6 or higher","type":"rule","body":"If a model has BS6 or higher, it gains a re-roll should it fail to hit whilst shooting. The second roll usually has a lower chance of hitting. On the table below, the first target number given is for the first roll, the second is the target number when re-rolling: BS Of 6 Or Higher Ballistic Skill 6 7 8 9 10 D6 roll To Hit 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+"},"3333":{"id":"the-shooting-phase/prose/check-line-of-sight","path":"the-shooting-phase/prose/check-line-of-sight","title":"Check Line of Sight","pathText":"the shooting phase prose check line of sight","type":"rule","body":"In order to shoot at something, a model must be able to draw a line of sight to it. Often, not every model in a unit will be able to draw a line of sight to the target. Therefore, when shooting with a unit you must determine line of sight for each and every model in the front rank. Normally, only models in the front rank of a unit can shoot. However, sometimes the rules will allow models in the rear ranks to shoot. In such cases, models in the rear ranks are able to see what the model at the front of their file can see. Line of Sight"},"3334":{"id":"the-shooting-phase/prose/check-range","path":"the-shooting-phase/prose/check-range","title":"Check Range","pathText":"the shooting phase prose check range","type":"rule","body":"All missile weapons have a maximum range. A model cannot shoot at a target if it lies beyond this maximum range. Often, not every model in a unit will be within range of the target. Therefore, you must check the range for each model in a unit individually. The one exception to this is when a unit chooses to Stand & Shoot as a charge reaction. In such cases the charging enemy is assumed to have entered the weapons' range before any shots are fired."},"3335":{"id":"the-shooting-phase/prose/choose-unit-and-declare-target","path":"the-shooting-phase/prose/choose-unit-and-declare-target","title":"Choose Unit & Declare Target","pathText":"the shooting phase prose choose unit and declare target","type":"rule","body":"The active player chooses one unit in their army that is able to shoot and completes the Shooting phase sequence for that unit. This process is repeated until all units have had a chance to shoot."},"3336":{"id":"the-shooting-phase/prose/cover-modifiers","path":"the-shooting-phase/prose/cover-modifiers","title":"Cover Modifiers","pathText":"the shooting phase prose cover modifiers","type":"rule","body":"Cover is determined based on how heavily obscured the line of sight between the shooting model and its target is. Line of Sight"},"3337":{"id":"the-shooting-phase/prose/declare-target","path":"the-shooting-phase/prose/declare-target","title":"Declare Target","pathText":"the shooting phase prose declare target","type":"rule","body":"With line of sight and range checked, the active player must declare which enemy unit will be the target of the shooting unit."},"3338":{"id":"the-shooting-phase/prose/determining-armour-value","path":"the-shooting-phase/prose/determining-armour-value","title":"Determining Armour Value","pathText":"the shooting phase prose determining armour value","type":"rule","body":"A model's armour value is determined by the armour it wears. Armour value is presented as a target number, meaning the lower the value, the better the chance of making a successful Armour Save roll. Light armour, for example, grants an armour value of 6+. A model's armour value can be improved (to a maximum of 2+) by other equipment carried. For example, a shield improves its bearer's armour value by 1, meaning that a model wearing light armour and carrying a shield would have an armour value of 5+. Note that a model that wears no armour should be considered to have an armour value of 7+ for the purposes of Armour Save roll modifiers and any rules that improve armour value."},"3339":{"id":"the-shooting-phase/prose/fall-back-or-flee","path":"the-shooting-phase/prose/fall-back-or-flee","title":"Fall Back or Flee","pathText":"the shooting phase prose fall back or flee","type":"rule","body":"What happens to a unit that fails a Panic test will depend upon how many casualties it has suffered. A unit that has suffered only a few casualties will Fall Back in Good Order, whereas a unit that has suffered a significant amount of casualties will turn tail and flee. Fall Back in Good Order If a unit still contains more than half (50%) of the models it contained at the start of the battle, it will Fall Back in Good Order. The unit moves directly away from the enemy unit whose shooting caused it to make the Panic test. Flee If a unit contains only half (50%), or fewer than half, of the models it contained at the start of the battle, it will immediately turn tail and flee. The unit flees directly away from the enemy unit whose shooting caused it to make the Panic test. Fall Back in Good Order Flee! Panic Tests"},"3340":{"id":"the-shooting-phase/prose/fast-dice-rolling-shooting","path":"the-shooting-phase/prose/fast-dice-rolling-shooting","title":"Fast Dice Rolling (Shooting)","pathText":"the shooting phase prose fast dice rolling shooting","type":"rule","body":"To speed the process up, rather than rolling one dice at a time for each model, count how many models in your unit are shooting and roll a batch of that many dice. If there are a lot of models, you might prefer to roll several smaller batches. However, if your unit contains models that have different characteristics (such as Ballistic Skill or Strength), or models that are equipped with weapons that have different profiles, the target numbers required To Hit or To Wound may vary. In such cases, you must roll different batches of dice, making it clear to your opponent what each batch represents and the target number you need."},"3341":{"id":"the-shooting-phase/prose/firing-at-long-range","path":"the-shooting-phase/prose/firing-at-long-range","title":"Firing at Long Range","pathText":"the shooting phase prose firing at long range","type":"rule","body":"Missiles lose power and accuracy at long range, so any shots taken at an enemy that is further away than half the weapon's maximum range suffer a -1 To Hit modifier."},"3342":{"id":"the-shooting-phase/prose/hits-that-inflict-multiple-wounds","path":"the-shooting-phase/prose/hits-that-inflict-multiple-wounds","title":"Hits that Inflict Multiple Wounds","pathText":"the shooting phase prose hits that inflict multiple wounds","type":"rule","body":"Some weapons are so destructive that each unsaved wound they inflict is multiplied into more than one wound. In such cases, roll To Hit and To Wound as normal and then make any Armour Save rolls as normal. For each unsaved wound, determine how many wounds are caused and apply those to the model hit. A model cannot suffer more wounds than it has on its profile. Should a model do so, it dies instantly and any excess wounds are wasted."},"3343":{"id":"the-shooting-phase/prose/how-many-shots","path":"the-shooting-phase/prose/how-many-shots","title":"How Many Shots?","pathText":"the shooting phase prose how many shots","type":"rule","body":"A unit can shoot only once per Shooting phase, and most models can make only one shooting attack (the number of Attacks a model has does not affect the number of shots it can make)."},"3344":{"id":"the-shooting-phase/prose/instant-kills","path":"the-shooting-phase/prose/instant-kills","title":"Instant Kills","pathText":"the shooting phase prose instant kills","type":"rule","body":"Some attacks do not inflict wounds, but simply require models to be removed as casualties. Where this is the case, not only are no saves of any kind permitted (unless specified otherwise), but the number of wounds on the victim's profile is completely irrelevant."},"3345":{"id":"the-shooting-phase/prose/magic-missile-and-magical-vortex-spells","path":"the-shooting-phase/prose/magic-missile-and-magical-vortex-spells","title":"Magic Missile & Magical Vortex Spells","pathText":"the shooting phase prose magic missile and magical vortex spells","type":"rule","body":"If any of the active player's Wizards know any Magic Missile or Magical Vortex spells, they may attempt to cast them when chosen during the Shooting phase."},"3346":{"id":"the-shooting-phase/prose/make-armour-saves-shooting","path":"the-shooting-phase/prose/make-armour-saves-shooting","title":"Make Armour Saves (Shooting)","pathText":"the shooting phase prose make armour saves shooting","type":"rule","body":"Few warriors enter battle without the protection of armour. To represent this, your opponent can make an 'Armour Save' roll for each wound caused by your shooting. To make an Armour Save roll, roll a D6 for the wounded model and compare the result to that model's armour value: If the Armour Save roll equals or exceeds the model's armour value, the model is saved by its armour and the wound discarded. If the result is less than the model's armour value, the model's armour has proved ineffective and the wound is 'unsaved'. Rolls of a Natural 1 Even the heaviest and most finely crafted of armour has gaps in it. When making an Armour Save roll (of any type), a roll of a natural 1 is always a fail, regardless of modifiers. Armour Value"},"3347":{"id":"the-shooting-phase/prose/make-panic-tests","path":"the-shooting-phase/prose/make-panic-tests","title":"Make Panic Tests","pathText":"the shooting phase prose make panic tests","type":"rule","body":"Rarely does shooting alone destroy an army, but it can thin the enemy's numbers considerably, causing regiments to lose their nerve. When they do, they will often fall back and, sometimes, turn tail and flee. If, during a single Shooting phase, a unit loses more than a quarter (25%) of the models it contained at the start of that Shooting phase, it must immediately make a Panic test. To make a Panic test, test against the unit's Leadership characteristic. If this test is failed, the unit has succumbed to panic. If this test is passed, the unit remains resolute and does not panic. The Shooting Phase Panic Tests"},"3348":{"id":"the-shooting-phase/prose/more-than-one-save","path":"the-shooting-phase/prose/more-than-one-save","title":"More than One Save","pathText":"the shooting phase prose more than one save","type":"rule","body":"A model that can make both an Armour Save roll and a Ward save makes its Armour Save roll first. If this is failed (or modified to the point at which the model cannot pass it), the model makes its Ward save. Note that only one Ward save can be attempted and that different Ward saves cannot be combined together. If a model has more than one Ward save, simply use the best."},"3349":{"id":"the-shooting-phase/prose/moving-and-shooting","path":"the-shooting-phase/prose/moving-and-shooting","title":"Moving and Shooting","pathText":"the shooting phase prose moving and shooting","type":"rule","body":"Models that have moved for any reason during this turn (including rallying and reforming) have less time to aim and suffer a -1 To Hit modifier."},"3350":{"id":"the-shooting-phase/prose/no-need-for-hysterics-shooting","path":"the-shooting-phase/prose/no-need-for-hysterics-shooting","title":"No Need for Hysterics (Shooting)","pathText":"the shooting phase prose no need for hysterics shooting","type":"rule","body":"A unit is only required to make a single Panic test during any Shooting phase. For example, if a unit loses more than a quarter of its number to shooting from one enemy unit but passes its Panic test, it will not have to take another Panic test during that same Shooting phase even if it then suffers more casualties from another enemy unit. This is because, whilst shooting is resolved one unit at a time, in reality all units would shoot more or less simultaneously. Therefore, all casualties would fall at roughly the same time."},"3351":{"id":"the-shooting-phase/prose/oddball-stuff-shooting","path":"the-shooting-phase/prose/oddball-stuff-shooting","title":"Oddball Stuff (Shooting)","pathText":"the shooting phase prose oddball stuff shooting","type":"rule","body":"Despite the detail of the previous sections, there will always be situations in which something is unclear. This is especially true when more advanced rules are introduced."},"3352":{"id":"the-shooting-phase/prose/range-and-movement-modifiers","path":"the-shooting-phase/prose/range-and-movement-modifiers","title":"Range & Movement Modifiers","pathText":"the shooting phase prose range and movement modifiers","type":"rule","body":"This section explains To Hit modifiers for shooting in greater detail. Shooting whilst on the move, over a great distance, or at rapidly approaching enemies, can be particularly challenging."},"3353":{"id":"the-shooting-phase/prose/remove-casualties-and-make-panic-tests","path":"the-shooting-phase/prose/remove-casualties-and-make-panic-tests","title":"Remove Casualties & Make Panic Tests","pathText":"the shooting phase prose remove casualties and make panic tests","type":"rule","body":"Unsaved wounds are applied to the target unit, causing models to be removed as casualties. If a unit loses enough models, it will have to take a Panic test and may fall back or flee. Panic Tests"},"3354":{"id":"the-shooting-phase/prose/remove-casualties-shooting","path":"the-shooting-phase/prose/remove-casualties-shooting","title":"Remove Casualties (Shooting)","pathText":"the shooting phase prose remove casualties shooting","type":"rule","body":"Each unsaved wound is applied to the target unit, each causing one Wound to be lost. When a model is reduced to zero Wounds, it becomes a casualty and is removed from play. This continues until there are no more unsaved wounds to be applied to the unit, or there are no models remaining to be removed as casualties. Removing Casualties"},"3355":{"id":"the-shooting-phase/prose/resolving-unusual-attacks","path":"the-shooting-phase/prose/resolving-unusual-attacks","title":"Resolving Unusual Attacks","pathText":"the shooting phase prose resolving unusual attacks","type":"rule","body":"Some unusual attacks or special rules may inflict hits during the Strategy or Movement phase. Such hits are resolved using the steps outlined in sub-phases 3 and 4 of the Shooting phase. The Strategy Phase The Movement Phase Roll to Wound (Shooting) Remove Casualties (Shooting)"},"3356":{"id":"the-shooting-phase/prose/roll-to-hit-shooting","path":"the-shooting-phase/prose/roll-to-hit-shooting","title":"Roll to Hit (Shooting)","pathText":"the shooting phase prose roll to hit shooting","type":"rule","body":"To determine whether a model hits its target, you must make a roll 'To Hit'. To make a roll To Hit, roll a D6 for each model that is shooting and look up the target number needed on the table below. Any dice that equal or beat the target number shown (after applying any modifiers) have hit the target: Roll to Hit Ballistic Skill 1 2 3 4 5 D6 roll To Hit 6+ 5+ 4+ 3+ 2+ Rolls of a Natural 1 Regardless of a warrior's skill, shots can go awry. When making a roll To Hit, a roll of a natural 1 is always a fail, regardless of modifiers."},"3357":{"id":"the-shooting-phase/prose/roll-to-wound-and-make-armour-saves-shooting","path":"the-shooting-phase/prose/roll-to-wound-and-make-armour-saves-shooting","title":"Roll to Wound & Make Armour Saves (Shooting)","pathText":"the shooting phase prose roll to wound and make armour saves shooting","type":"rule","body":"For each successful roll To Hit, a hit has been caused on the target. However, hitting the target is not enough to wound it – sometimes a hit results in little more than a trivial flesh wound."},"3358":{"id":"the-shooting-phase/prose/roll-to-wound-shooting","path":"the-shooting-phase/prose/roll-to-wound-shooting","title":"Roll to Wound (Shooting)","pathText":"the shooting phase prose roll to wound shooting","type":"rule","body":"To determine how many hits cause wounds, you must make a roll 'To Wound' for each hit. To make a roll To Wound, pick up each dice that caused a hit and roll it again. Then, consult the To Wound chart, cross-referencing the weapon's Strength characteristic, given in its profile, with the target's Toughness. Any dice that equal or beat the target number shown (after applying any modifiers) have caused a wound. Profiles for the most common missile weapons can be found on in the Missile Weapons section. More unusual, army specific weapons can be found in the relevant army list. Rolls of a Natural 1 No matter how powerful the weapon, some shots just fail to make a mark. When making a roll To Wound, a roll of a natural 1 is always a fail, regardless of modifiers. Note that if you rolled different batches of dice when rolling To Hit, you must continue to roll dice in those same batches when rolling To Wound. Just like when rolling To Hit, you must make it clear to your opponent what each batch of dice represents (hits caused by models with different characteristics, or hits caused by weapons with different profiles), and the target numbers you need. Missile Weapons"},"3359":{"id":"the-shooting-phase/prose/shooting-into-combat","path":"the-shooting-phase/prose/shooting-into-combat","title":"Shooting into Combat","pathText":"the shooting phase prose shooting into combat","type":"rule","body":"Except in rare cases, units cannot shoot at enemy units that are engaged in combat – the risk of hitting their own comrades is far too high."},"3360":{"id":"the-shooting-phase/prose/shooting-with-more-than-one-rank","path":"the-shooting-phase/prose/shooting-with-more-than-one-rank","title":"Shooting with More than One Rank","pathText":"the shooting phase prose shooting with more than one rank","type":"rule","body":"Usually, only the models in a unit's front rank can shoot. There are, however, exceptions: Shooting from a Hill A unit on a hill is in an ideal position to fire, so can fire with one additional rank compared to a unit on flat ground. For example, a unit armed with crossbows can shoot with its first two ranks when standing on a hill. Volley Fire Some units are armed with weapons that have the Volley Fire special rule. This special rule allows half of the models in each rank other than the front rank (or front two ranks if the unit is on a hill) to fire over the heads of those in front. In either case, if there is ever any question over how many models can fire, always round up, not down. Note that when shooting with a unit you must determine range for each model individually. Volley Fire"},"3361":{"id":"the-shooting-phase/prose/standing-and-shooting","path":"the-shooting-phase/prose/standing-and-shooting","title":"Standing and Shooting","pathText":"the shooting phase prose standing and shooting","type":"rule","body":"Taking careful aim whilst the enemy charges ever closer can be difficult. Models that are making a Stand & Shoot charge reaction suffer a -1 To Hit modifier. Note that models making a Stand & Shoot charge reaction do not suffer any additional modifiers for Firing at Long Range. Stand & Shoot To Hit Modifiers Firing at Long Range"},"3362":{"id":"the-shooting-phase/prose/target-behind-full-cover","path":"the-shooting-phase/prose/target-behind-full-cover","title":"Target Behind Full Cover","pathText":"the shooting phase prose target behind full cover","type":"rule","body":"If more than half of the target model (if shooting at a lone model) is obscured, or more than half of the models within the target unit (if shooting at a unit) are obscured by terrain or other models, they are in full cover. Models shooting at a target in full cover suffer a -2 To Hit modifier."},"3363":{"id":"the-shooting-phase/prose/target-behind-partial-cover","path":"the-shooting-phase/prose/target-behind-partial-cover","title":"Target Behind Partial Cover","pathText":"the shooting phase prose target behind partial cover","type":"rule","body":"If up to half of the target model (if shooting at a lone model) is obscured, or up to half of the models within the target unit (if shooting at a unit) are obscured, by terrain or other models, they are in partial cover. Models shooting at a target in partial cover suffer a -1 To Hit modifier."},"3364":{"id":"the-shooting-phase/prose/the-shooting-phase-sequence","path":"the-shooting-phase/prose/the-shooting-phase-sequence","title":"The Shooting Phase Sequence","pathText":"the shooting phase prose the shooting phase sequence","type":"rule","body":"Just like the other phases of the game, the Shooting phase is broken down into four sub-phases. However, unlike the Strategy and Movement phases, the Shooting phase sequence is followed in full for each unit, one at a time. Simply choose a unit in your army, then complete all four sub-phases for that unit in the order shown opposite. You may then choose another unit, repeating the process until all units have had a chance to shoot or cast spells. Choose Unit & Declare Target The active player chooses a unit in their army that is able to shoot. They then check the unit's range and line of sight to any potential targets before declaring its target. Roll To Hit The active player rolls To Hit for the shooting unit. Sometimes, not all models will be able to shoot, and of those that can, certain modifiers may need to be applied to their roll To Hit. Roll To Wound & Make Armour Saves For each successful roll To Hit, the player makes a roll To Wound. For each of these rolls that cause a wound, their opponent may be able to make an Armour Save roll. Remove Casualties & Make Panic Tests For each unsaved wound caused, the target unit loses one Wound. Models reduced to zero Wounds are removed as casualties. If enough casualties are caused, the unit will have to take a Panic test. Choose Unit & Declare Target Roll to Hit (Shooting) Roll to Wound & Make Armour Saves (Shooting) Remove Casualties & Make Panic Tests"},"3365":{"id":"the-shooting-phase/prose/to-hit-modifiers","path":"the-shooting-phase/prose/to-hit-modifiers","title":"To Hit Modifiers","pathText":"the shooting phase prose to hit modifiers","type":"rule","body":"Many battlefield conditions can reduce the accuracy of shooting. These are represented by a series of modifiers that are applied to rolls To Hit. To Hit modifiers for shooting are cumulative (except when noted otherwise). The most commonly encountered To Hit modifiers are as follows, though others may also apply: To Hit Modifiers Moving and Shooting -1 Firing at Long Range -1 Standing and Shooting -1 Target Behind Partial Cover -1 Target Behind Full Cover -2 In the case of models with a BS of 6 or higher, these modifiers are only applied to the first dice roll. Note that it is quite possible for modifiers to be applied to some models in a shooting unit, but not to others. Where this happens, simply resolve two (or more) sets of shots separately. Moving and Shooting Firing at Long Range Standing and Shooting Target Behind Partial Cover Target Behind Full Cover"},"3366":{"id":"the-shooting-phase/prose/too-tough-to-wound","path":"the-shooting-phase/prose/too-tough-to-wound","title":"Too Tough to Wound","pathText":"the shooting phase prose too tough to wound","type":"rule","body":"If your Strength is six or more points lower than your target's Toughness characteristic, you cannot wound them. They are simply too tough!"},"3367":{"id":"the-shooting-phase/prose/ward-saves","path":"the-shooting-phase/prose/ward-saves","title":"Ward Saves","pathText":"the shooting phase prose ward saves","type":"rule","body":"Representing magical protection of some sort, Ward saves are made in the same manner as armour saves; by rolling a D6 and comparing the result to the 'Warding value'. A Ward save's Warding value is always given in either the description of the item or spell that grants it, or shown after the name of a special rule. Rules that affect armour values do not affect Warding values unless stated otherwise."},"3368":{"id":"the-shooting-phase/prose/we-cant-all-shoot","path":"the-shooting-phase/prose/we-cant-all-shoot","title":"\"We Can't All Shoot!\"","pathText":"the shooting phase prose we cant all shoot","type":"rule","body":"Units cannot split their shooting between two or more targets. Therefore, any models within a unit that do not have a line of sight to the target, or that are not within range of the target, cannot shoot."},"3369":{"id":"the-shooting-phase/prose/who-can-shoot","path":"the-shooting-phase/prose/who-can-shoot","title":"Who Can Shoot?","pathText":"the shooting phase prose who can shoot","type":"rule","body":"Not all units are able to shoot. Only units equipped with missile weapons (including war machines) or that can cast certain types of spell (such as magic missiles) can shoot. A unit cannot shoot if: It charged or marched during the preceding Movement phase. It is engaged in combat. It is fleeing."},"3370":{"id":"the-strategy-phase/prose","path":"the-strategy-phase/prose","title":"The Strategy Phase","pathText":"the strategy phase prose","type":"rule","body":"During the Strategy phase, the active player begins to enact their plans for the turn ahead. Key to this is Wizards channelling and manipulating the Winds of Magic and commanders rallying their forces through strict orders or inspiring words."},"3371":{"id":"the-strategy-phase/prose/command","path":"the-strategy-phase/prose/command","title":"Command","pathText":"the strategy phase prose command","type":"rule","body":"During this sub-phase, powerful abilities, both magical and mundane, are unleashed in the form of special rules. The active player chooses one of their models (usually a character) that is not fleeing and that has one or more special rules that can be used during the Command sub-phase. The player states which special rule (if any) they intend to use and, if necessary, which unit(s) will be affected, before making any tests required. The active player then repeats the process for all models in their army that have any special rules that can be used during the Command sub-phase. Note that, unless stated otherwise, a model can only use a special rule once per Command sub-phase."},"3372":{"id":"the-strategy-phase/prose/conjuration","path":"the-strategy-phase/prose/conjuration","title":"Conjuration","pathText":"the strategy phase prose conjuration","type":"rule","body":"Many Wizards are able to cast Enchantment spells to the benefit of friendly units. Other Wizards are able to cast Hex spells, hindering the enemy in some way. The active player chooses one of their Wizards that is not fleeing. If that Wizard knows any Enchantment or Hex spells, the player may attempt to cast them now. If the spell is cast successfully, the inactive player may then make a dispel attempt. The active player then chooses another Wizard, repeating the process for all of the Wizards in their army. Enchantment Hex"},"3373":{"id":"the-strategy-phase/prose/fleeing-units-strategy","path":"the-strategy-phase/prose/fleeing-units-strategy","title":"Fleeing Units (Strategy)","pathText":"the strategy phase prose fleeing units strategy","type":"rule","body":"Units that fail to rally will continue to flee during the Movement phase. Flee!"},"3374":{"id":"the-strategy-phase/prose/insurmountable-losses","path":"the-strategy-phase/prose/insurmountable-losses","title":"Insurmountable Losses","pathText":"the strategy phase prose insurmountable losses","type":"rule","body":"If a unit has suffered a large number of losses, the remaining models may lack the intestinal fortitude required to return to the fray: Any unit that has been reduced below half (50%) of its starting number of models suffers a -1 modifier to its Leadership when attempting to rally. Any unit that has been reduced below a quarter (25%) of its starting number of models can only pass its Rally test on a roll of a natural double 1."},"3375":{"id":"the-strategy-phase/prose/rallied-units","path":"the-strategy-phase/prose/rallied-units","title":"Rallied Units","pathText":"the strategy phase prose rallied units","type":"rule","body":"A unit that passes a Rally test regains its composure and returns to the fight. Upon rallying, a unit may immediately perform a free reform. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. Rally Fleeing Units Reform"},"3376":{"id":"the-strategy-phase/prose/rally-fleeing-units","path":"the-strategy-phase/prose/rally-fleeing-units","title":"Rally Fleeing Units","pathText":"the strategy phase prose rally fleeing units","type":"rule","body":"During this sub-phase, the active player must attempt to rally any of their units that are fleeing by making a 'Rally' test for each such unit. To make a Rally test, choose a fleeing unit and test against its Leadership characteristic: If this test is failed, the unit has been unable to rally and it continues fleeing. If this test is passed, the unit has successfully rallied. Then, the active player chooses another fleeing unit, repeating the process until all fleeing units have had a chance to rally. Leadership Tests"},"3377":{"id":"the-strategy-phase/prose/start-of-turn","path":"the-strategy-phase/prose/start-of-turn","title":"Start of Turn","pathText":"the strategy phase prose start of turn","type":"rule","body":"Some units will have special actions they have to perform or tests they have to make at the start of the turn. Such rules are not common, and their details will be clearly stated in the model's rules. Such actions are performed and tests made during this sub-phase, in an order chosen by the active player. Sometimes, a scenario may require you to make a test at the start of each turn, or pause to determine if a victory condition has been achieved before playing on. These things are also done now, before the turn begins in earnest. This sub-phase should also be used as a moment in which to think between turns, during which you can remove stray casualties, errant dice and other bits of gaming detritus that have accumulated. Often, players will have questions to ask their opponent, such as how a special rule works or what a magic item does. This is the perfect time to ask such questions, and an opponent should never begrudge giving answers during this natural pause in the action."},"3378":{"id":"the-strategy-phase/prose/the-strategy-phase-sequence","path":"the-strategy-phase/prose/the-strategy-phase-sequence","title":"The Strategy Phase Sequence","pathText":"the strategy phase prose the strategy phase sequence","type":"rule","body":"Work your way through the sub-phases shown in the summary below. The units in your army can generally act in the order you choose within each sub-phase, providing that you complete one sub-phase before moving onto the next. Start Of Turn The rules will often call upon a player to make certain tests or perform specific actions at the start of a turn. These things are done now. Command Some characters have special rules that may represent bold heroes seeking to inspire their comrades, or fabulous abilities granted by magic items. These special rules are used now. Conjuration Many Wizards use their magic to aid their allies in battle. Others use it to inflict terrible curses upon their enemies. Known respectively as Enchantment and Hex spells, these spells are cast now. Rally Fleeing Troops As warriors fall, many units turn tail and flee. During this sub-phase, you have a chance to rally any fleeing units. Those that are successful will return to the fray. Those that are not will continue to flee. Start of Turn Command Conjuration Rally Fleeing Units"},"3379":{"id":"the-turn-sequence/prose","path":"the-turn-sequence/prose","title":"The Turn Sequence","pathText":"the turn sequence prose","type":"rule","body":"Battle is a chaotic thing. Units of bellowing warriors charge and counter-charge, hacking at the foe with axe, sword and cleaver. The ground trembles to the hooves of galloping cavalry, archers blacken the skies with arrows and puissant sorcerers wield devastating magics."},"3380":{"id":"the-turn-sequence/prose/a-game-of-rounds-and-turns","path":"the-turn-sequence/prose/a-game-of-rounds-and-turns","title":"A Game of Rounds & Turns","pathText":"the turn sequence prose a game of rounds and turns","type":"rule","body":"A game of Warhammer: the Old World is broken down into a number of 'rounds'. During each round, each player takes one complete 'turn', so that by the end of the game both players will have played the same number of turns. Players alternate taking turns until the battle is over. Whenever a rule refers to a 'turn', it means one player's turn. If a rule encapsulates both player's turns, it will specifically state 'round'."},"3381":{"id":"the-turn-sequence/prose/active-and-inactive-player","path":"the-turn-sequence/prose/active-and-inactive-player","title":"Active & Inactive Player","pathText":"the turn sequence prose active and inactive player","type":"rule","body":"A game of Warhammer: the Old World consists of a number of rounds. During each of which, each player takes a turn. During your turn, you are referred to as the 'active' player and your opponent is referred to as the 'inactive' player."},"3382":{"id":"the-turn-sequence/prose/first-turn-turn-sequence","path":"the-turn-sequence/prose/first-turn-turn-sequence","title":"First Turn (Turn Sequence)","pathText":"the turn sequence prose first turn turn sequence","type":"rule","body":"Which player takes the first turn of the game will be determined by the scenario being played. Usually, this is decided by rolling off, although it can be decided in other ways."},"3383":{"id":"the-turn-sequence/prose/game-length-the-turn-sequence","path":"the-turn-sequence/prose/game-length-the-turn-sequence","title":"Game Length (The Turn Sequence)","pathText":"the turn sequence prose game length the turn sequence","type":"rule","body":"Most games last for six rounds, but sometimes a game can last for seven rounds or be over in only five. In some scenarios, the game length varies."},"3384":{"id":"the-turn-sequence/prose/the-turn-sequence","path":"the-turn-sequence/prose/the-turn-sequence","title":"The Turn Sequence","pathText":"the turn sequence prose the turn sequence","type":"rule","body":"Each player's turn is split into four 'phases', each consisting of four steps referred to as 'sub-phases'. These sub-phases are explained in greater detail in the following sections: The Strategy Phase During the Strategy phase, the active player attempts to cast Enchantment or Hex spells and makes use of certain special rules, before attempting to rally any fleeing units. The Movement Phase The Movement phase starts with the declaration of charges and of charge reactions, then the movement of charging units. After this comes compulsory movement. Finally, any remaining movement is carried out and Conveyance spells are cast. The Shooting Phase During the Shooting phase, the active player shoots with those units in their army armed with missile weapons, with their war machines, and attempts to cast Magic Missile and Magical Vortex spells. The Combat Phase During this phase, units fight in deadly hand-to-hand melee and Wizards attempt to fend off their attackers with Assailment spells. Units that have lost combat may be driven back or become broken and flee. At the end of this phase, once all combats have been resolved, the active player's turn ends. The Strategy Phase Enchantment Hex The Movement Phase Conveyance The Shooting Phase Magic Missiles Magical Vortex The Combat Phase Assailment"},"3385":{"id":"tomb-kings-of-khemri/armylist/grand-army","path":"tomb-kings-of-khemri/armylist/grand-army","title":"Tomb Kings of Khemri Army List","pathText":"tomb kings of khemri armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Tomb Kings of Khemri. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 1+ Tomb King or Tomb Prince 1+ High Priest or Mortuary Priest 0-1 Tomb King or High Priest per 1,000 points Royal Heralds and Necrotects Core At least 25% of your army's points value must be spent on: 1+ unit of Skeleton Warriors and/or Skeleton Archers Skeleton Skirmishers, Tomb Swarms, Skeleton Horsemen, Skeleton Horse Archers and Skeleton Chariots 0-1 unit of Tomb Guard or Sepulchral Stalkers may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Tomb Guard, Ushabti, Sepulchral Stalkers, Carrion and Necropolis Knights 0-3 Tomb Scorpions per 1,000 points 0-2 Khemrian Warsphinx (not counting character mounts) per 1,000 points Rare Up to 25% of your army's points value may be spent on: Necrolith Colossus, Necrosphinx 0-2 Screaming Skull Catapults per 1,000 points 0-1 Casket of Souls per 1,000 points 0-1 Winged Warsphinx per 1,000 points Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Tomb Kings of Khemri Army of Infamy composition list One of the following Grand Army composition lists: Orc & Goblin Tribes (Suspicious) Warriors of Chaos (Suspicious) Beastmen Brayherds (Suspicious) Battle Standard Bearer A single Royal Herald in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Tomb King Tomb Prince High Priest Mortuary Priest Tomb King High Priest Royal Herald Necrotect Skeleton Warriors (Tomb Kings) Skeleton Archers Skeleton Skirmishers Tomb Swarms Skeleton Horsemen Skeleton Horse Archers Skeleton Chariots Tomb Guard Sepulchral Stalkers Tomb Guard Ushabti Sepulchral Stalkers Carrion Necropolis Knights Tomb Scorpion Khemrian Warsphinx Necrolith Colossus Necrosphinx Screaming Skull Catapult Casket of Souls Winged Warsphinx Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Orc & Goblin Tribes Suspicious Allied Contingents Warriors of Chaos Suspicious Allied Contingents Beastmen Brayherds Suspicious Allied Contingents The Battle Standard"},"3386":{"id":"tomb-kings-of-khemri/armylist/mortuary-cult","path":"tomb-kings-of-khemri/armylist/mortuary-cult","title":"Mortuary Cult","pathText":"tomb kings of khemri armylist mortuary cult","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Tomb Kings of Khemri army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field an army of the Mortuary Cult in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 1+ High Priest or Mortuary Priest 0-1 Tomb Prince or Arch Necrotect per 1,000 points Necrotects Core At least 33% of your army's points value must be spent on: Skeleton Warriors, Skeleton Archers, Skeleton Skirmishers, Skeleton Horsemen, Skeleton Horse Archers 0-1 unit of Tomb Swarms may be taken as a Core choice 0-1 unit of Ushabti may be taken as a Core choice 0-1 unit of Necroserpents may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: 1+ Tomb Scorpion per 1,000 points Ushabti, Venerable Ushabti, Tomb Swarms, Carrion, Sepulchral Stalkers, Necroserpents and Skeleton Chariots 0-1 Necrolith Colossus or Necrosphinx may be taken as a Special choice Rare Up to 33% of your army's points value may be spent on: Necrolith Colossus and Necrosphinx 0-2 Screaming Skull Catapults per 1,000 points 0-1 Casket of Souls per 1,000 points 0-1 Winged Warsphinx per 1,000 points Battle Standard Bearer A single Mortuary Priest in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. This model replaces the \"Hold your Ground\" rule given in the Warhammer: the Old World rulebook with the version given in the Banner of the King special rule. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Tomb Kings of Khemri magic items lists. Forming Units Warhammer Armies High Priest Mortuary Priest Tomb Prince Arch Necrotect Necrotect Skeleton Warriors (Tomb Kings) Skeleton Archers Skeleton Skirmishers Skeleton Horsemen Skeleton Horse Archers Tomb Swarms Ushabti Necroserpents Tomb Scorpion Ushabti Venerable Ushabti Tomb Swarms Carrion Sepulchral Stalkers Necroserpents Skeleton Chariots Necrolith Colossus Necrosphinx Necrolith Colossus Necrosphinx Screaming Skull Catapult Casket of Souls Winged Warsphinx The Battle Standard \"Hold Your Ground\" Banner of the King"},"3387":{"id":"tomb-kings-of-khemri/armylist/nehekharan-royal-host","path":"tomb-kings-of-khemri/armylist/nehekharan-royal-host","title":"Nehekharan Royal Host","pathText":"tomb kings of khemri armylist nehekharan royal host","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Tomb Kings of Khemri army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Nehekharan Royal Host in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 1+ Tomb King or Tomb Prince Mortuary Priests and Royal Heralds Core At least 33% of your army's points value must be spent on: 1+ unit of Skeleton Chariots 0-1 unit of Tomb Guard or Tomb Guard Chariots may be taken as a Core choice Skeleton Archers, Skeleton Infantry Cohorts and Skeleton Cavalry Cohorts Special Up to 50% of your army's points value may be spent on: Tomb Guard, Skeleton Skirmishers, Skeleton Horse Archers, Ushabti, Necropolis Knights and Tomb Guard Chariots 0-2 Tomb Scorpions per 1,000 points 0-2 Khemrian Warsphinx (not counting character mounts) per 1,000 points Rare Up to 25% of your army's points value may be spent on: 0-2 Screaming Skull Catapults per 1,000 points Battle Standard Bearer A single Royal Herald in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models within this army that have the option to purchase magic items may purchase magic items from the Common or Tomb Kings of Khemri magic items lists. Forming Units Warhammer Armies Tomb King Tomb Prince Mortuary Priest Royal Herald Skeleton Chariots Tomb Guard Tomb Guard Chariots Skeleton Archers Skeleton Infantry Cohort Skeleton Cavalry Cohort Tomb Guard Skeleton Skirmishers Skeleton Horse Archers Ushabti Necropolis Knights Tomb Guard Chariots Tomb Scorpion Khemrian Warsphinx Screaming Skull Catapult The Battle Standard"},"3388":{"id":"tomb-kings-of-khemri/faction","path":"tomb-kings-of-khemri/faction","title":"Tomb Kings of Khemri","pathText":"tomb kings of khemri faction","type":"army","body":"Rules Special Rules \"Grind Them Down!\" My Will Be Done Banner of the King The Language of the Priests Lay In Wait Sworn Protector Arise! Masterful Outriders From Beneath the Sands Steadfast Discipline Authority of the Hierophant The Hierophant Eternal Taskmaster Harmonious Incantations Cloud of Dust Sepulchral Animus The Terrors Below Unstoppable Assault Commander of Legions Soul Reaper Screaming Skulls Settra Does Not Kneel! Settra the Great Skulls of the Foe Covenant of Power Scarab Prince Immovable Object Usirian's Reaper Herald of Despair Unbound Spirits Settra's Champion Vortex of Souls Arrows of Asaph Immortal Overseer Cleaving Blow Stone Shaper Curse of the Necropolis Dry as Dust Indomitable (X) Khopesh Nehekharan Phalanx Nehekharan Undead Resurrecting the Fallen Weapons of War Ritual Blade Swarming Mass Greatbow Petrifying Gaze Writhing Tail Breath of Desiccation Wicked Claws Envenomed Sting Fiery Roar Decapitating Claws Paired Great Khopeshes Cleaving Blades Decapitating Strike Screaming Skull Catapult Warhammer Armies Tomb Kings of Khemri Army List Nehekharan Royal Host Mortuary Cult Narrative Battles Clash on the Zandri Road The Lores of Magic Lore of Nehekhara Magic Items (and Abilities) Tomb Kings of Khemri Magic Items Incantations of the Mortuary Cult Ritual Magic Using Incantations Incantations Scrolls Units Named Character Nekaph Prince Apophas Settra the Imperishable Character Arch Necrotect High Priest Mortuary Priest Necrotect Royal Herald Tomb King Tomb Prince Mount Barded Skeletal Steed Skeletal Steed (Tomb Kings) Skeleton Chariot Infantry Carrion Skeleton Archers Skeleton Infantry Cohort Skeleton Skirmishers Skeleton Warriors (Tomb Kings) Tomb Guard Tomb Swarms Ushabti Venerable Ushabti Cavalry Necropolis Knights Necroserpents Sepulchral Stalkers Skeleton Cavalry Cohort Skeleton Horse Archers Skeleton Horsemen Chariot Skeleton Chariots Tomb Guard Chariots Monster Khemrian Warsphinx Necrolith Bone Dragon Necrolith Colossus Necrosphinx Tomb Scorpion Winged Warsphinx War Machine Casket of Souls Screaming Skull Catapult \"Grind Them Down!\" My Will Be Done Banner of the King The Language of the Priests Lay In Wait Sworn Protector Arise! Masterful Outriders From Beneath the Sands Steadfast Discipline Authority of the Hierophant The Hierophant Eternal Taskmaster Harmonious Incantations Cloud of Dust Sepulchral Animus The Terrors Below Unstoppable Assault Commander of Legions Soul Reaper Screaming Skulls Settra Does Not Kneel! Settra the Great Skulls of the Foe Covenant of Power Scarab Prince Immovable Object Usirian's Reaper Herald of Despair Unbound Spirits Settra's Champion Vortex of Souls Arrows of Asaph Immortal Overseer Cleaving Blow Stone Shaper Curse of the Necropolis Dry as Dust Indomitable (X) Khopesh Nehekharan Phalanx Nehekharan Undead Resurrecting the Fallen Ritual Blade Swarming Mass Greatbow Petrifying Gaze Writhing Tail Breath of Desiccation Wicked Claws Envenomed Sting Fiery Roar Decapitating Claws Paired Great Khopeshes Cleaving Blades Decapitating Strike Screaming Skull Catapult Tomb Kings of Khemri Army List Nehekharan Royal Host Mortuary Cult Clash on the Zandri Road Lore of Nehekhara Tomb Kings of Khemri Magic Items Incantations of the Mortuary Cult Ritual Magic Using Incantations Incantations Scrolls Nekaph Prince Apophas Settra the Imperishable Arch Necrotect High Priest Mortuary Priest Necrotect Royal Herald Tomb King Tomb Prince Barded Skeletal Steed Skeletal Steed (Tomb Kings) Skeleton Chariot Carrion Skeleton Archers Skeleton Infantry Cohort Skeleton Skirmishers Skeleton Warriors (Tomb Kings) Tomb Guard Tomb Swarms Ushabti Venerable Ushabti Necropolis Knights Necroserpents Sepulchral Stalkers Skeleton Cavalry Cohort Skeleton Horse Archers Skeleton Horsemen Skeleton Chariots Tomb Guard Chariots Khemrian Warsphinx Necrolith Bone Dragon Necrolith Colossus Necrosphinx Tomb Scorpion Winged Warsphinx Casket of Souls Screaming Skull Catapult"},"3389":{"id":"tomb-kings-of-khemri/magic-item-list/incantations-of-the-mortuary-cult","path":"tomb-kings-of-khemri/magic-item-list/incantations-of-the-mortuary-cult","title":"Incantations of the Mortuary Cult","pathText":"tomb kings of khemri magic item list incantations of the mortuary cult","type":"rule","body":"In ages past, the Liche Priests of Nehekhara's Mortuary Cult uncovered the secrets of life and death through its study of the magical arts and the power of the gods. Much of this magical knowledge was hidden within long and monotonous rituals, rituals which served to aid Nehekhara's priesthood in its efforts to pierce the veil between the mortal world and the realms of the dead."},"3390":{"id":"tomb-kings-of-khemri/magic-item-list/incantations-scrolls","path":"tomb-kings-of-khemri/magic-item-list/incantations-scrolls","title":"Incantations Scrolls","pathText":"tomb kings of khemri magic item list incantations scrolls","type":"rule","body":"Incantations Scrolls Scroll of Awakening Scroll of Righteous Smiting Scroll of Summoning Scroll of Urgency Scroll of Withering Scroll of the Outcast Dead Scroll of Awakening Scroll of Righteous Smiting Scroll of Summoning Scroll of Urgency Scroll of Withering Scroll of the Outcast Dead"},"3391":{"id":"tomb-kings-of-khemri/magic-item-list/ritual-magic","path":"tomb-kings-of-khemri/magic-item-list/ritual-magic","title":"Ritual Magic","pathText":"tomb kings of khemri magic item list ritual magic","type":"rule","body":"The rituals of the Mortuary Cult were laboriously inscribed upon vellum scrolls imbued with power, from which the priests would read during long and arduous ceremonies. As these ceremonies neared their culmination, the scrolls would crumble to dust, the power within them consumed by the unfolding magic. When the Mortuary Cult raised temples in distant lands and excavated great tombs beneath far-off mountains, entire libraries of these scrolls were sealed away, only to be forgotten with the decline of Nehekhara's power. With Settra's invasion of the Border Princes and his vast host's glorious victories, the priests of the Mortuary Cult have been afforded ample opportunity to reclaim many of their lost temples and libraries hidden deep within the mountains of the Vaults."},"3392":{"id":"tomb-kings-of-khemri/magic-item-list/tomb-kings-of-khemri-magic-items","path":"tomb-kings-of-khemri/magic-item-list/tomb-kings-of-khemri-magic-items","title":"Tomb Kings of Khemri Magic Items","pathText":"tomb kings of khemri magic item list tomb kings of khemri magic items","type":"rule","body":"These magic items are unique to Tomb Kings of Khemri armies. These can be purchased by models within a Tomb Kings of Khemri army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Tomb Kings of Khemri Magic Items Amulet of the Serpent Armour of the Ages Banner of the Desert Winds Blade of Antarhak Cloak of the Dunes Collar of Shapesh Crook & Flail of Radiance Crown of Kings* Curse-Weaver Wand Death Mask of Kharnutt Destroyer of Eternities Enkhil's Kanopi Flail of Skulls Hieratic Jar* Icon of Rakaph Icon of Rulership* Icon of the Sacred Eye Mirage Banner Orb of Ptra Phakth's Blades of Justice Phâzerakt's Kanopi Relic of the Desert Sun Royal Mantle Royal Standard of Settra Scarab Brooch Serpent Staff Shield of Ptra Sigil of Centuries Staff of Aeons Staff of Awakening Standard of the Cursing Word Tablets of Tahoth* Tapestry of Conquered Lands The Conqueror's Blade Warding Splint Amulet of the Serpent Armour of the Ages Banner of the Desert Winds Blade of Antarhak Cloak of the Dunes Collar of Shapesh Crook & Flail of Radiance Crown of Kings* Curse-Weaver Wand Death Mask of Kharnutt Destroyer of Eternities Enkhil's Kanopi Flail of Skulls Hieratic Jar* Icon of Rakaph Icon of Rulership* Icon of the Sacred Eye Mirage Banner Orb of Ptra Phakth's Blades of Justice Phâzerakt's Kanopi Relic of the Desert Sun Royal Mantle Royal Standard of Settra Scarab Brooch Serpent Staff Shield of Ptra Sigil of Centuries Staff of Aeons Staff of Awakening Standard of the Cursing Word Tablets of Tahoth* Tapestry of Conquered Lands The Conqueror's Blade Warding Splint"},"3393":{"id":"tomb-kings-of-khemri/magic-item-list/using-incantations","path":"tomb-kings-of-khemri/magic-item-list/using-incantations","title":"Using Incantations","pathText":"tomb kings of khemri magic item list using incantations","type":"rule","body":"To represent this, some characters may purchase Incantation Scrolls. Incantation Scrolls cannot be duplicated on the same model and no two characters in your army can have the same combination of Incantation Scrolls: High Priests: May purchase up to three Incantation Scrolls. Mortuary Priests: May purchase up to two Incantation Scrolls. Necrotects & Arch Necrotects: May purchase up to one Incantation Scroll. Performing An Incantation Each Incantation Scroll contains a Bound spell. However, unlike most Bound spells, no Casting roll is made for an Incantation. Instead, when a character wishes to cast the Bound spell contained within an Incantation Scroll (or perform an Incantation) they must make a Leadership test (using their own Leadership): If this test is passed, the character is able to maintain their concentration amidst the tumult of battle and perform the Incantation. The Bound spell is cast at its given Casting Value. If this test is failed, the character's concentration falters and they are unable to perform the Incantation. Dispelling An Incantation Incantations can be dispelled just like any other spell. To dispel an Incantation, the result of the Dispel roll simply needs to be higher than the Incantation's given Casting Value. Miscasts & Perfect Invocations When performing an Incantation, there is no risk of a miscast or chance of a perfect invocation. When dispelling an Incantation, there is no risk of being outclassed in the art. \"Words Crumble Like Dust...\" The Bound spell contained within an Incantation Scroll can be performed only once, after which the scroll will crumble to dust, the power contained within it spent. However, if an attempt to perform an Incantation is unsuccessful, the Incantation has not been read to its end. In other words, the scroll does not crumble and the character may attempt to perform it again in a later turn. Incantations Scrolls Bound Spells Casting Roll, Casting Result & Casting Value"},"3394":{"id":"tomb-kings-of-khemri/magic-item/amulet-of-the-serpent","path":"tomb-kings-of-khemri/magic-item/amulet-of-the-serpent","title":"Amulet of the Serpent","pathText":"tomb kings of khemri magic item amulet of the serpent","type":"magic-item","body":"Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom. The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule. Poisoned Attacks"},"3395":{"id":"tomb-kings-of-khemri/magic-item/armour-of-the-ages","path":"tomb-kings-of-khemri/magic-item/armour-of-the-ages","title":"Armour of the Ages","pathText":"tomb kings of khemri magic item armour of the ages","type":"magic-item","body":"Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow. Models whose troop type is infantry, cavalry or chariot only. The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer. Infantry Cavalry Chariots Light Armour"},"3396":{"id":"tomb-kings-of-khemri/magic-item/banner-of-the-desert-winds","path":"tomb-kings-of-khemri/magic-item/banner-of-the-desert-winds","title":"Banner of the Desert Winds","pathText":"tomb kings of khemri magic item banner of the desert winds","type":"magic-item","body":"This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is infantry only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules. Infantry Vanguard Reserve Move"},"3397":{"id":"tomb-kings-of-khemri/magic-item/blade-of-antarhak","path":"tomb-kings-of-khemri/magic-item/blade-of-antarhak","title":"Blade of Antarhak","pathText":"tomb kings of khemri magic item blade of antarhak","type":"magic-item","body":"Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade. Blade of Antarhak Magical Attacks Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound. Magical Attacks Nehekharan Royal Host"},"3398":{"id":"tomb-kings-of-khemri/magic-item/cloak-of-the-dunes","path":"tomb-kings-of-khemri/magic-item/cloak-of-the-dunes","title":"Cloak of the Dunes","pathText":"tomb kings of khemri magic item cloak of the dunes","type":"magic-item","body":"This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe. Models whose troop type is infantry only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1. Infantry Fly (X) Remaining Moves Armour Piercing"},"3399":{"id":"tomb-kings-of-khemri/magic-item/collar-of-shapesh","path":"tomb-kings-of-khemri/magic-item/collar-of-shapesh","title":"Collar of Shapesh","pathText":"tomb kings of khemri magic item collar of shapesh","type":"magic-item","body":"This ornate collar is a powerful charm that trades the life of one for that of another. Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer's Command range is removed from play as a casualty. Command Range"},"3400":{"id":"tomb-kings-of-khemri/magic-item/crook-and-flail-of-radiance","path":"tomb-kings-of-khemri/magic-item/crook-and-flail-of-radiance","title":"Crook & Flail of Radiance","pathText":"tomb kings of khemri magic item crook and flail of radiance","type":"magic-item","body":"These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey. Crook & Flail of Radiance Extra Attacks (+D3) Magical Attacks Requires Two Hands Strike First Notes: Monarchs of Nehekhara only. Extra Attacks (+X) Magical Attacks Requires Two Hands Strike First"},"3401":{"id":"tomb-kings-of-khemri/magic-item/crown-of-kings","path":"tomb-kings-of-khemri/magic-item/crown-of-kings","title":"Crown of Kings*","pathText":"tomb kings of khemri magic item crown of kings","type":"magic-item","body":"Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death. Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model's Command range recovers D3+1 Wounds. Command Resurrecting the Fallen Leadership Tests Command Range"},"3402":{"id":"tomb-kings-of-khemri/magic-item/curse-weaver-wand","path":"tomb-kings-of-khemri/magic-item/curse-weaver-wand","title":"Curse-Weaver Wand","pathText":"tomb kings of khemri magic item curse weaver wand","type":"magic-item","body":"The power within this accursed wand seeks only to enfeeble the enemies of its wielder. The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell. Casting Roll, Casting Result & Casting Value Hex"},"3403":{"id":"tomb-kings-of-khemri/magic-item/death-mask-of-kharnutt","path":"tomb-kings-of-khemri/magic-item/death-mask-of-kharnutt","title":"Death Mask of Kharnutt","pathText":"tomb kings of khemri magic item death mask of kharnutt","type":"magic-item","body":"The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it. The wearer of the Death Mask of Kharnutt gains the Terror special rule. Terror"},"3404":{"id":"tomb-kings-of-khemri/magic-item/destroyer-of-eternities","path":"tomb-kings-of-khemri/magic-item/destroyer-of-eternities","title":"Destroyer of Eternities","pathText":"tomb kings of khemri magic item destroyer of eternities","type":"magic-item","body":"Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife. Destroyer of Eternities Killing Blow Magical Attacks Requires Two Hands Strike Last Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special 'Scything' attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities' profile. Killing Blow Magical Attacks Requires Two Hands Strike Last"},"3405":{"id":"tomb-kings-of-khemri/magic-item/enkhils-kanopi","path":"tomb-kings-of-khemri/magic-item/enkhils-kanopi","title":"Enkhil's Kanopi","pathText":"tomb kings of khemri magic item enkhils kanopi","type":"magic-item","body":"Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil's Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all Remains in Play spells currently in play are dispelled, including spells cast by friendly Wizards. Command Leadership Tests Remains in Play"},"3406":{"id":"tomb-kings-of-khemri/magic-item/flail-of-skulls","path":"tomb-kings-of-khemri/magic-item/flail-of-skulls","title":"Flail of Skulls","pathText":"tomb kings of khemri magic item flail of skulls","type":"magic-item","body":"This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds. Flail of Skulls Magical Attacks Multiple Wounds (2) Requires Two Hands Notes: The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn. Magical Attacks Multiple Wounds (X) Requires Two Hands"},"3407":{"id":"tomb-kings-of-khemri/magic-item/hieratic-jar","path":"tomb-kings-of-khemri/magic-item/hieratic-jar","title":"Hieratic Jar*","pathText":"tomb kings of khemri magic item hieratic jar","type":"magic-item","body":"This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once). Command Resurrecting the Fallen Arise!"},"3408":{"id":"tomb-kings-of-khemri/magic-item/icon-of-rakaph","path":"tomb-kings-of-khemri/magic-item/icon-of-rakaph","title":"Icon of Rakaph","pathText":"tomb kings of khemri magic item icon of rakaph","type":"magic-item","body":"Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless it made a charge move, a unit carrying the Icon of Rakaph may perform a single free reform after moving during the Remaining Moves sub-phase. Reform Remaining Moves"},"3409":{"id":"tomb-kings-of-khemri/magic-item/icon-of-rulership","path":"tomb-kings-of-khemri/magic-item/icon-of-rulership","title":"Icon of Rulership*","pathText":"tomb kings of khemri magic item icon of rulership","type":"magic-item","body":"The hero's chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies. Models whose troop type is chariot only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule. Chariots Impact Hits (X) Armour Piercing Magical Attacks"},"3410":{"id":"tomb-kings-of-khemri/magic-item/icon-of-the-sacred-eye","path":"tomb-kings-of-khemri/magic-item/icon-of-the-sacred-eye","title":"Icon of the Sacred Eye","pathText":"tomb kings of khemri magic item icon of the sacred eye","type":"magic-item","body":"The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10)."},"3411":{"id":"tomb-kings-of-khemri/magic-item/mirage-banner","path":"tomb-kings-of-khemri/magic-item/mirage-banner","title":"Mirage Banner","pathText":"tomb kings of khemri magic item mirage banner","type":"magic-item","body":"Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"3412":{"id":"tomb-kings-of-khemri/magic-item/orb-of-ptra","path":"tomb-kings-of-khemri/magic-item/orb-of-ptra","title":"Orb of Ptra","pathText":"tomb kings of khemri magic item orb of ptra","type":"magic-item","body":"Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"3413":{"id":"tomb-kings-of-khemri/magic-item/phakths-blades-of-justice","path":"tomb-kings-of-khemri/magic-item/phakths-blades-of-justice","title":"Phakth's Blades of Justice","pathText":"tomb kings of khemri magic item phakths blades of justice","type":"magic-item","body":"Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara's foes. Phakth's Blades of Justice Magical Attacks Requires Two Hands Notes: Models whose troop type is infantry only. Phakth's Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has. Magical Attacks Requires Two Hands Infantry"},"3414":{"id":"tomb-kings-of-khemri/magic-item/phazerakts-kanopi","path":"tomb-kings-of-khemri/magic-item/phazerakts-kanopi","title":"Phâzerakt's Kanopi","pathText":"tomb kings of khemri magic item phazerakts kanopi","type":"magic-item","body":"It is said that Phâzerakt's spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt's Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12\" of this model, but not within 1\" of any enemy models: Troop Type: Regular Infantry Base Size: 25 x 25 mm Unit Size: 2D6+3 Equipment: Hand weapons and shields Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers Note that Summoned Skeleton Warriors are not worth any Victory Points. Command Leadership Tests Regular Infantry Horde Nehekharan Undead Regeneration (X+) Skirmish Formation Victory Points (Warhammer Battles)"},"3415":{"id":"tomb-kings-of-khemri/magic-item/relic-of-the-desert-sun","path":"tomb-kings-of-khemri/magic-item/relic-of-the-desert-sun","title":"Relic of the Desert Sun","pathText":"tomb kings of khemri magic item relic of the desert sun","type":"magic-item","body":"With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them. The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules. Dry as Dust Flammable"},"3416":{"id":"tomb-kings-of-khemri/magic-item/royal-mantle","path":"tomb-kings-of-khemri/magic-item/royal-mantle","title":"Royal Mantle","pathText":"tomb kings of khemri magic item royal mantle","type":"magic-item","body":"It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield. The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer's My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6\" of them, not just a unit they have joined. Nehekharan Royal Host Armour Value My Will Be Done Nehekharan Undead"},"3417":{"id":"tomb-kings-of-khemri/magic-item/royal-standard-of-settra","path":"tomb-kings-of-khemri/magic-item/royal-standard-of-settra","title":"Royal Standard of Settra","pathText":"tomb kings of khemri magic item royal standard of settra","type":"magic-item","body":"When Settra's personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules. Hatred (X) Terror"},"3418":{"id":"tomb-kings-of-khemri/magic-item/scarab-brooch","path":"tomb-kings-of-khemri/magic-item/scarab-brooch","title":"Scarab Brooch","pathText":"tomb kings of khemri magic item scarab brooch","type":"magic-item","body":"From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch. When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18\" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12\". From Beneath the Sands"},"3419":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-awakening","path":"tomb-kings-of-khemri/magic-item/scroll-of-awakening","title":"Scroll of Awakening","pathText":"tomb kings of khemri magic item scroll of awakening","type":"magic-item","body":"When the spirits of the dead are awakened by the words of this incantation, they cluster about the living like moths about a flame. Type Magic Missile Casting Value 9 Range 27\" Place a small (3\") blast template so that its central hole is directly over the centre of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -2. Magic Missiles Templates Armour Piercing"},"3420":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-righteous-smiting","path":"tomb-kings-of-khemri/magic-item/scroll-of-righteous-smiting","title":"Scroll of Righteous Smiting","pathText":"tomb kings of khemri magic item scroll of righteous smiting","type":"magic-item","body":"In response to the words upon a Scroll of Righteous Smiting, the warriors of ancient Nehekhara redouble their efforts to strike down their enemies. Type Enchantment Casting Value 7 Range Self Remains in play. Whilst this spell is in play, friendly units whose troop type is war machine that are within the caster's Command range can re-roll a single Artillery dice or Scatter dice per turn. Enchantment Range 'Self' Spells Remains in Play War Machines Command Range"},"3421":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-summoning","path":"tomb-kings-of-khemri/magic-item/scroll-of-summoning","title":"Scroll of Summoning","pathText":"tomb kings of khemri magic item scroll of summoning","type":"magic-item","body":"The words inscribed upon a Scroll of Summoning enable the reader to reach into the underworld and call forth the souls of the dead. Type Enchantment Casting Value 8 Range 21\" The target friendly unit regains D3 lost Wounds and, until your next Start of Turn sub-phase, improves its Regeneration value by 1. Enchantment Start of Turn Regeneration (X+)"},"3422":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-the-outcast-dead","path":"tomb-kings-of-khemri/magic-item/scroll-of-the-outcast-dead","title":"Scroll of the Outcast Dead","pathText":"tomb kings of khemri magic item scroll of the outcast dead","type":"magic-item","body":"Upon reading aloud from a Scroll of the Outcast Dead, the souls of the damned are dragged screaming from the coldness of the void to torment the living. Type Magical Vortex Casting Value 8 Range 18\" Remains in play. Place a small (3\") blast template so that its central hole is within 18\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any unit (friend or foe) that moves through the template, or that the template moves over, suffers a single Strength 4 hit with an AP of -2. This hit has the Multiple Wounds (D3) special rule. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Magical Vortex Remains in Play Templates Start of Turn Armour Piercing Multiple Wounds (X) Panic Tests"},"3423":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-urgency","path":"tomb-kings-of-khemri/magic-item/scroll-of-urgency","title":"Scroll of Urgency","pathText":"tomb kings of khemri magic item scroll of urgency","type":"magic-item","body":"Scrolls of Urgency contain a simple but effective incantation which, when read aloud, imbues the undead servants of the Mortuary Cult with morbid vitality. Type Conveyance Casting Value 7 Range 21\" If the target friendly unit has already moved during this Movement phase (not including failed charge moves), it can immediately move again. Conveyance The Movement Phase"},"3424":{"id":"tomb-kings-of-khemri/magic-item/scroll-of-withering","path":"tomb-kings-of-khemri/magic-item/scroll-of-withering","title":"Scroll of Withering","pathText":"tomb kings of khemri magic item scroll of withering","type":"magic-item","body":"When read aloud, the incantation contained within a Scroll of Withering slowly and painfully drains the life force from the reader's enemies. Type Hex Casting Value 8 Range 21\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Strength and Initiative characteristics and cannot make any Ward or Regeneration saves. This Bound spell may target an enemy unit engaged in combat. Hex Start of Turn Ward Saves Regeneration (X+)"},"3425":{"id":"tomb-kings-of-khemri/magic-item/serpent-staff","path":"tomb-kings-of-khemri/magic-item/serpent-staff","title":"Serpent Staff","pathText":"tomb kings of khemri magic item serpent staff","type":"magic-item","body":"Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs. Serpent Staff Magical Attacks Poisoned Attacks Requires Two Hands Notes: Liche Priests only. Magical Attacks Poisoned Attacks Requires Two Hands"},"3426":{"id":"tomb-kings-of-khemri/magic-item/shield-of-ptra","path":"tomb-kings-of-khemri/magic-item/shield-of-ptra","title":"Shield of Ptra","pathText":"tomb kings of khemri magic item shield of ptra","type":"magic-item","body":"Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy. The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic. Shield The Combat Phase"},"3427":{"id":"tomb-kings-of-khemri/magic-item/sigil-of-centuries","path":"tomb-kings-of-khemri/magic-item/sigil-of-centuries","title":"Sigil of Centuries","pathText":"tomb kings of khemri magic item sigil of centuries","type":"magic-item","body":"Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6\" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1)."},"3428":{"id":"tomb-kings-of-khemri/magic-item/staff-of-aeons","path":"tomb-kings-of-khemri/magic-item/staff-of-aeons","title":"Staff of Aeons","pathText":"tomb kings of khemri magic item staff of aeons","type":"magic-item","body":"A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of moments, leaving those wearing it vulnerable to the Liche Priest's minions. Staff of Aeons Magical Attacks Requires Two Hands Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game. Magical Attacks Requires Two Hands Mortuary Cult Armour Value"},"3429":{"id":"tomb-kings-of-khemri/magic-item/staff-of-awakening","path":"tomb-kings-of-khemri/magic-item/staff-of-awakening","title":"Staff of Awakening","pathText":"tomb kings of khemri magic item staff of awakening","type":"magic-item","body":"Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder's already formidable necromantic talents. High Priest only. When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is infantry or cavalry, that unit recovers an additional D3 Wounds. Arise! Infantry Cavalry"},"3430":{"id":"tomb-kings-of-khemri/magic-item/standard-of-the-cursing-word","path":"tomb-kings-of-khemri/magic-item/standard-of-the-cursing-word","title":"Standard of the Cursing Word","pathText":"tomb kings of khemri magic item standard of the cursing word","type":"magic-item","body":"This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound. The Battle Standard Leadership Tests Armour Piercing"},"3431":{"id":"tomb-kings-of-khemri/magic-item/tablets-of-tahoth","path":"tomb-kings-of-khemri/magic-item/tablets-of-tahoth","title":"Tablets of Tahoth*","pathText":"tomb kings of khemri magic item tablets of tahoth","type":"magic-item","body":"These powerful relics of Tahoth's wisdom crumble to dust once their power is spent. A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value"},"3432":{"id":"tomb-kings-of-khemri/magic-item/tapestry-of-conquered-lands","path":"tomb-kings-of-khemri/magic-item/tapestry-of-conquered-lands","title":"Tapestry of Conquered Lands","pathText":"tomb kings of khemri magic item tapestry of conquered lands","type":"magic-item","body":"Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war. Victory Points (Warhammer Battles)"},"3433":{"id":"tomb-kings-of-khemri/magic-item/the-blessed-blade-of-ptra","path":"tomb-kings-of-khemri/magic-item/the-blessed-blade-of-ptra","title":"The Blessed Blade of Ptra","pathText":"tomb kings of khemri magic item the blessed blade of ptra","type":"magic-item","body":"Blessed by the sun god, the blade of Ptra's white-hot edge is infused with the heat of the desert sun. It burns so brightly with divine fire that it blinds those who dare stand before the mighty Settra. The Blessed Blade of Ptra Flaming Attacks Magical Attacks Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game. Flaming Attacks Magical Attacks Requires Two Hands"},"3434":{"id":"tomb-kings-of-khemri/magic-item/the-chariot-of-the-gods","path":"tomb-kings-of-khemri/magic-item/the-chariot-of-the-gods","title":"The Chariot of the Gods","pathText":"tomb kings of khemri magic item the chariot of the gods","type":"magic-item","body":"This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were light chariot. Impact Hits (X) Flaming Attacks Magical Attacks Nehekharan Royal Host Light Chariots"},"3435":{"id":"tomb-kings-of-khemri/magic-item/the-conquerors-blade","path":"tomb-kings-of-khemri/magic-item/the-conquerors-blade","title":"The Conqueror's Blade","pathText":"tomb kings of khemri magic item the conquerors blade","type":"magic-item","body":"Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon. The Conqueror's Blade Killing Blow Magical Attacks Requires Two Hands Strike Last Notes: Whilst engaged in a challenge, the bearer of the Conqueror's Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game. Killing Blow Magical Attacks Requires Two Hands Strike Last Killing Blow The General (Characters) Victory Points (Warhammer Battles)"},"3436":{"id":"tomb-kings-of-khemri/magic-item/the-crown-of-nehekhara","path":"tomb-kings-of-khemri/magic-item/the-crown-of-nehekhara","title":"The Crown of Nehekhara","pathText":"tomb kings of khemri magic item the crown of nehekhara","type":"magic-item","body":"Having incorporated the crowns of conquered rivals into his own, Settra's regal headdress allows him to instil his undying will into all those nearby. Settra's My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6\" of him, not just a unit he has joined. My Will Be Done Nehekharan Undead"},"3437":{"id":"tomb-kings-of-khemri/magic-item/the-flail-of-conquered-kings","path":"tomb-kings-of-khemri/magic-item/the-flail-of-conquered-kings","title":"The Flail of Conquered Kings","pathText":"tomb kings of khemri magic item the flail of conquered kings","type":"magic-item","body":"The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph's skeletal hands, it continues to aid the Emissary in his grim duty. The Flail of Conquered Kings Magical Attacks Multiple Wounds (2) Requires Two Hands Notes: The Flail of Conquered Kings' Strength modifier applies only against enemy models the wielder charged this turn. Magical Attacks Multiple Wounds (X) Requires Two Hands"},"3438":{"id":"tomb-kings-of-khemri/magic-item/the-scarab-brooch-of-usirian","path":"tomb-kings-of-khemri/magic-item/the-scarab-brooch-of-usirian","title":"The Scarab Brooch of Usirian","pathText":"tomb kings of khemri magic item the scarab brooch of usirian","type":"magic-item","body":"Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered. Ward Saves"},"3439":{"id":"tomb-kings-of-khemri/magic-item/warding-splint","path":"tomb-kings-of-khemri/magic-item/warding-splint","title":"Warding Splint","pathText":"tomb kings of khemri magic item warding splint","type":"magic-item","body":"Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest's shrivelled body, for without their power the armies of the Tomb Kings will crumble. The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered. Heavy Armour Shield Barding Ward Saves"},"3440":{"id":"tomb-kings-of-khemri/magic-lore/lore-of-nehekhara","path":"tomb-kings-of-khemri/magic-lore/lore-of-nehekhara","title":"Lore of Nehekhara","pathText":"tomb kings of khemri magic lore lore of nehekhara","type":"magic-lore","body":"Lore of Nehekhara Usekhp's Incantation of Desiccation Signature Spell Khsar's Incantation of the Desert Wind Signature Spell Djaf's Incantation of Cursed Blades Signature Spell Usekhp's Incantation of Desiccation Khsar's Incantation of the Desert Wind Djaf's Incantation of Cursed Blades"},"3441":{"id":"tomb-kings-of-khemri/rule/arise","path":"tomb-kings-of-khemri/rule/arise","title":"Arise!","pathText":"tomb kings of khemri rule arise","type":"rule","body":"As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12\" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit's troop type and this character's Level of Wizardry: If the unit's troop type is regular infantry, heavy infantry or swarms, it recovers a number of Wounds equal to this character's Level of Wizardry +D3. If the unit's troop type is light cavalry, heavy cavalry or war beasts, it recovers a number of Wounds equal to this character's Level of Wizardry +1. If the unit's troop type is monstrous infantry, monstrous cavalry or light chariot, it recovers a number of Wounds equal to this character's Level of Wizardry. If the unit's troop type is heavy chariot, monstrous creature, behemoth or war machine, it recovers a single Wound. Command Resurrecting the Fallen Leadership Tests Nehekharan Undead Levels of Wizardry Regular Infantry Heavy Infantry Swarms Light Cavalry Heavy Cavalry War Beasts Monstrous Infantry Monstrous Cavalry Light Chariots Heavy Chariots Monstrous Creatures Behemoths War Machines"},"3442":{"id":"tomb-kings-of-khemri/rule/arrows-of-asaph","path":"tomb-kings-of-khemri/rule/arrows-of-asaph","title":"Arrows of Asaph","pathText":"tomb kings of khemri rule arrows of asaph","type":"rule","body":"These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier."},"3443":{"id":"tomb-kings-of-khemri/rule/authority-of-the-hierophant","path":"tomb-kings-of-khemri/rule/authority-of-the-hierophant","title":"Authority of the Hierophant","pathText":"tomb kings of khemri rule authority of the hierophant","type":"rule","body":"Flanked by towering undead constructs, living statues and the swarming husks of the countless desert creatures that infest the necropolises, the priests of the Mortuary Cult march to war. A Mortuary Cult army must include at least one Liche Priest to be its Hierophant. The Hierophant of a Mortuary Cult army must also be its General, even if they are not the character with the highest Leadership in your army. Mortuary Cult The Hierophant The General (Characters)"},"3444":{"id":"tomb-kings-of-khemri/rule/banner-of-the-king","path":"tomb-kings-of-khemri/rule/banner-of-the-king","title":"Banner of the King","pathText":"tomb kings of khemri rule banner of the king","type":"rule","body":"A Monarch's personal icon is often carried into battle by a trusted Royal Herald. A Royal Herald that has been upgraded to be your Battle Standard Bearer replaces the \"Hold your Ground\" rule given in the Warhammer: the Old World rulebook with the version given below: \"Hold Your Ground\" Friendly units within the Battle Standard Bearer's Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer's Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value. The Battle Standard \"Hold Your Ground\" Command Range Leadership Tests Unstable Indomitable (X)"},"3445":{"id":"tomb-kings-of-khemri/rule/cloud-of-dust","path":"tomb-kings-of-khemri/rule/cloud-of-dust","title":"Cloud of Dust","pathText":"tomb kings of khemri rule cloud of dust","type":"rule","body":"Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"3446":{"id":"tomb-kings-of-khemri/rule/commander-of-legions","path":"tomb-kings-of-khemri/rule/commander-of-legions","title":"Commander of Legions","pathText":"tomb kings of khemri rule commander of legions","type":"rule","body":"Though not as fully versed in the art of Necromancy as the Liche Priests, Settra's will alone is enough for the dead to rise at his command. Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat. Arise!"},"3447":{"id":"tomb-kings-of-khemri/rule/covenant-of-power","path":"tomb-kings-of-khemri/rule/covenant-of-power","title":"Covenant of Power","pathText":"tomb kings of khemri rule covenant of power","type":"rule","body":"A nimbus of sorcerous energy swirls around a Casket of Souls' infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket's energy. Whilst within 12\" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12\" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls. Casting Roll, Casting Result & Casting Value Bound Spells"},"3448":{"id":"tomb-kings-of-khemri/rule/curse-of-the-necropolis","path":"tomb-kings-of-khemri/rule/curse-of-the-necropolis","title":"Curse of the Necropolis","pathText":"tomb kings of khemri rule curse of the necropolis","type":"rule","body":"A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -. Leadership Tests Armour Piercing"},"3449":{"id":"tomb-kings-of-khemri/rule/dry-as-dust","path":"tomb-kings-of-khemri/rule/dry-as-dust","title":"Dry as Dust","pathText":"tomb kings of khemri rule dry as dust","type":"rule","body":"Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not 'spill over' onto other models in the unit. Flaming Attacks"},"3450":{"id":"tomb-kings-of-khemri/rule/eternal-taskmaster","path":"tomb-kings-of-khemri/rule/eternal-taskmaster","title":"Eternal Taskmaster","pathText":"tomb kings of khemri rule eternal taskmaster","type":"rule","body":"Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules. Command Leadership Tests Start of Turn Extra Attacks (+X) Hatred (X)"},"3451":{"id":"tomb-kings-of-khemri/rule/from-beneath-the-sands","path":"tomb-kings-of-khemri/rule/from-beneath-the-sands","title":"From Beneath the Sands","pathText":"tomb kings of khemri rule from beneath the sands","type":"rule","body":"At the Liche Priest's command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12\" of this model, but not within 6\" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player's next turn at least. Note that Ambushers arrive automatically at the start of round five as usual. Command Nehekharan Undead Ambushers Leadership Tests"},"3452":{"id":"tomb-kings-of-khemri/rule/grind-them-down","path":"tomb-kings-of-khemri/rule/grind-them-down","title":"\"Grind Them Down!\"","pathText":"tomb kings of khemri rule grind them down","type":"rule","body":"Only the finest charioteers served in the Royal Hosts of Nehekhara, and none granted such an honour would dare to disappoint their master in battle. Whilst within the General's Command range, friendly models whose troop type is Chariot may re-roll the dice when rolling to determine the number of Impact Hits they cause. The General (Characters) Command Range Chariots Impact Hits (X)"},"3453":{"id":"tomb-kings-of-khemri/rule/harmonious-incantations","path":"tomb-kings-of-khemri/rule/harmonious-incantations","title":"Harmonious Incantations","pathText":"tomb kings of khemri rule harmonious incantations","type":"rule","body":"When the Liche Priests of the Mortuary Cult gather together in numbers, their incantations are strengthened by their harmonious chanting. If a Liche Priest within a Mortuary Cult army uses the Arise! special rule whilst within the Command range of one or more other friendly Liche Priests, the number of lost Wounds the chosen unit recovers is increased by 1. Mortuary Cult Arise! Command Range"},"3454":{"id":"tomb-kings-of-khemri/rule/herald-of-despair","path":"tomb-kings-of-khemri/rule/herald-of-despair","title":"Herald of Despair","pathText":"tomb kings of khemri rule herald of despair","type":"rule","body":"The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result. Fear Terror"},"3455":{"id":"tomb-kings-of-khemri/rule/immortal-overseer","path":"tomb-kings-of-khemri/rule/immortal-overseer","title":"Immortal Overseer","pathText":"tomb kings of khemri rule immortal overseer","type":"rule","body":"Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10). Command Leadership Tests Start of Turn"},"3456":{"id":"tomb-kings-of-khemri/rule/indomitable","path":"tomb-kings-of-khemri/rule/indomitable","title":"Indomitable (X)","pathText":"tomb kings of khemri rule indomitable","type":"rule","body":"Within the ranks of undead march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as 'X'). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character's Indomitable (2) special rule. Unstable"},"3457":{"id":"tomb-kings-of-khemri/rule/khopesh","path":"tomb-kings-of-khemri/rule/khopesh","title":"Khopesh","pathText":"tomb kings of khemri rule khopesh","type":"rule","body":"A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. Armour Piercing"},"3458":{"id":"tomb-kings-of-khemri/rule/lay-in-wait","path":"tomb-kings-of-khemri/rule/lay-in-wait","title":"Lay In Wait","pathText":"tomb kings of khemri rule lay in wait","type":"rule","body":"When the enemies of Settra march upon his lands, the great king of Nehekhara calls upon those who rest in hidden barrows and graves across the landscape to attack the enemy from unexpected positions. 0-1 unit of Skeleton Skirmishers per 1,000 points may have the Ambushers special rule for free. Ambushers"},"3459":{"id":"tomb-kings-of-khemri/rule/masterful-outriders","path":"tomb-kings-of-khemri/rule/masterful-outriders","title":"Masterful Outriders","pathText":"tomb kings of khemri rule masterful outriders","type":"rule","body":"The horsemen of a Royal Host are well practised at fighting beside their lord's chariots. 0-1 unit of Skeleton Horse Archers per 1,000 points may have the Chariot Runners special rule for free. Chariot Runners"},"3460":{"id":"tomb-kings-of-khemri/rule/my-will-be-done","path":"tomb-kings-of-khemri/rule/my-will-be-done","title":"My Will Be Done","pathText":"tomb kings of khemri rule my will be done","type":"rule","body":"Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): \"Forward to Glory!\": +D3 Movement. \"My Worthy Champions!\": +1 Weapon Skill. \"Strike like the Cobra!\": +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect. Command Start of Turn"},"3461":{"id":"tomb-kings-of-khemri/rule/nehekharan-phalanx","path":"tomb-kings-of-khemri/rule/nehekharan-phalanx","title":"Nehekharan Phalanx","pathText":"tomb kings of khemri rule nehekharan phalanx","type":"rule","body":"The warriors of ancient Nehekhara are implacable foes and, with their tall shields locked together, present an all but immovable barrier to the enemy's advance. A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal. Close Order Give Ground Unit Strength"},"3462":{"id":"tomb-kings-of-khemri/rule/nehekharan-undead","path":"tomb-kings-of-khemri/rule/nehekharan-undead","title":"Nehekharan Undead","pathText":"tomb kings of khemri rule nehekharan undead","type":"rule","body":"The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are 'Undead'. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: Fear Immune To Psychology Unbreakable Unstable A character with this special rule cannot join a unit without this special rule, and vice versa. Fly (X) Fear Immune to Psychology Unbreakable Unstable"},"3463":{"id":"tomb-kings-of-khemri/rule/resurrecting-the-fallen","path":"tomb-kings-of-khemri/rule/resurrecting-the-fallen","title":"Resurrecting the Fallen","pathText":"tomb kings of khemri rule resurrecting the fallen","type":"rule","body":"In an undead army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order: First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected. Second, models with more than one Wound on their profile are healed. Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician. Finally, rank-and-file models are resurrected. Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected. Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced to zero Wounds and removed from play cannot be resurrected. Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size. Rank Bonus"},"3464":{"id":"tomb-kings-of-khemri/rule/scarab-prince","path":"tomb-kings-of-khemri/rule/scarab-prince","title":"Scarab Prince","pathText":"tomb kings of khemri rule scarab prince","type":"rule","body":"Apophas' spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince's end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6\" of him suffer 2D6 Strength 2 hits with an AP of -1. Armour Piercing"},"3465":{"id":"tomb-kings-of-khemri/rule/screaming-skulls","path":"tomb-kings-of-khemri/rule/screaming-skulls","title":"Screaming Skulls","pathText":"tomb kings of khemri rule screaming skulls","type":"rule","body":"Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Panic Tests"},"3466":{"id":"tomb-kings-of-khemri/rule/sepulchral-animus","path":"tomb-kings-of-khemri/rule/sepulchral-animus","title":"Sepulchral Animus","pathText":"tomb kings of khemri rule sepulchral animus","type":"rule","body":"Drawing from the powerful magics that animate the great undead constructs of Nehekhara, the Priests of the Mortuary Cult can strengthen their spells and incantations. Once per turn, before making a Casting roll, any Liche Priest within a Mortuary Cult army may draw upon the magical animus of any nearby undead constructs. To do so, nominate a friendly unit that has the Nehekharan Undead special rule, that is within the Liche Priest's Command range and whose troop type is swarms, monstrous infantry, monstrous cavalry, monstrous creature or behemoth. The nominated unit immediately loses a single Wound. The Liche Priest may then apply a +1 modifier to their Casting roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value Mortuary Cult Nehekharan Undead Swarms Monstrous Infantry Monstrous Cavalry Monstrous Creatures Behemoths"},"3467":{"id":"tomb-kings-of-khemri/rule/settra-does-not-kneel","path":"tomb-kings-of-khemri/rule/settra-does-not-kneel","title":"Settra Does Not Kneel!","pathText":"tomb kings of khemri rule settra does not kneel","type":"rule","body":"Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra's behalf. Challenges"},"3468":{"id":"tomb-kings-of-khemri/rule/settra-the-great","path":"tomb-kings-of-khemri/rule/settra-the-great","title":"Settra the Great","pathText":"tomb kings of khemri rule settra the great","type":"rule","body":"Settra is the most powerful and respected leader in Nehekhara's long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army's General and must be chosen to be the army's Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18\". The General (Characters) Levels of Wizardry Command Range"},"3469":{"id":"tomb-kings-of-khemri/rule/settras-champion","path":"tomb-kings-of-khemri/rule/settras-champion","title":"Settra's Champion","pathText":"tomb kings of khemri rule settras champion","type":"rule","body":"In ancient Nehekhara, Nekaph would stand in Settra's place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6. Challenges Killing Blow"},"3470":{"id":"tomb-kings-of-khemri/rule/skulls-of-the-foe","path":"tomb-kings-of-khemri/rule/skulls-of-the-foe","title":"Skulls of the Foe","pathText":"tomb kings of khemri rule skulls of the foe","type":"rule","body":"Until your next Start of Turn sub-phase, any enemy unit that was within 2D6\" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2). Start of Turn"},"3471":{"id":"tomb-kings-of-khemri/rule/soul-reaper","path":"tomb-kings-of-khemri/rule/soul-reaper","title":"Soul Reaper","pathText":"tomb kings of khemri rule soul reaper","type":"rule","body":"A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle's end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character."},"3472":{"id":"tomb-kings-of-khemri/rule/steadfast-discipline","path":"tomb-kings-of-khemri/rule/steadfast-discipline","title":"Steadfast Discipline","pathText":"tomb kings of khemri rule steadfast discipline","type":"rule","body":"Only the most disciplined were chosen to serve in the ranks of a Royal Host, maintaining a near-constant rate of bow fire whilst advancing towards the enemy. A unit with this special rule can Volley Fire during a turn in which it moved, or whilst performing a Stand & Shoot charge reaction. Volley Fire Stand & Shoot"},"3473":{"id":"tomb-kings-of-khemri/rule/stone-shaper","path":"tomb-kings-of-khemri/rule/stone-shaper","title":"Stone Shaper","pathText":"tomb kings of khemri rule stone shaper","type":"rule","body":"Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara's legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the Regeneration value of its Regeneration save by 1. Command Command Range Regeneration (X+)"},"3474":{"id":"tomb-kings-of-khemri/rule/sworn-protector","path":"tomb-kings-of-khemri/rule/sworn-protector","title":"Sworn Protector","pathText":"tomb kings of khemri rule sworn protector","type":"rule","body":"Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3\" of this model, you may choose to transfer that hit and all of its effects onto this model."},"3475":{"id":"tomb-kings-of-khemri/rule/the-hierophant","path":"tomb-kings-of-khemri/rule/the-hierophant","title":"The Hierophant","pathText":"tomb kings of khemri rule the hierophant","type":"rule","body":"'Hierophant' is the title given to an army's highest-ranking Liche Priest. It is the Hierophant who awakens the Tomb King's legions from their ancient slumber and, without their magic, the spirits of these warriors will be dragged back to the Realm of Souls. Your army must include at least one Liche Priest to be its Hierophant. If your army includes several Liche Priests, the Hierophant will be the one with the highest Level of Wizardry. If two or more models have the highest Wizard Level, you may choose which one is the Hierophant when writing your muster list. You must tell your opponent which model is your Hierophant before deploying your army. Should the Hierophant be slain, the magical animus of the army starts to dissipate. As soon as the Hierophant is removed from play as a casualty, all friendly units with the Nehekharan Undead special rule lose the Regeneration (X) special rule. In addition, at the end of the phase in which your Hierophant was removed from play as a casualty, and during each of your Start of Turn sub-phases for the remainder of the game, all friendly units with the Nehekharan Undead special rule that are currently on the battlefield must make a Leadership test. If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test. For example: Your army's Hierophant is destroyed during your opponent's Shooting phase. At the end of that phase a unit of Skeleton Warriors (Ld 5) makes a Leadership test and rolls a 7 (failing the test by 2). That unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit makes another Leadership test, this time rolling a 6, resulting in the loss of one Wound. Levels of Wizardry Nehekharan Undead Regeneration (X+) Start of Turn Leadership Tests"},"3476":{"id":"tomb-kings-of-khemri/rule/the-language-of-the-priests","path":"tomb-kings-of-khemri/rule/the-language-of-the-priests","title":"The Language of the Priests","pathText":"tomb kings of khemri rule the language of the priests","type":"rule","body":"Many were the monarchs of ancient Nehekhara that endeavoured to learn the secrets of the Mortuary Priests, but few were those that became proficient. The General of a Nehekharan Royal Host must be a Tomb King or a Tomb Prince. For +35 points, this character may have the Arise! special rule and be a Level 1 Wizard. If so, this character knows spells from the Lore of Necromancy and must also be chosen to be the army's Hierophant, even if it does not have the highest Level of Wizardry in your army. A Wizard with this special rule may wear armour without penalty. The General (Characters) Nehekharan Royal Host Necromancy The Hierophant Levels of Wizardry"},"3477":{"id":"tomb-kings-of-khemri/rule/the-terrors-below","path":"tomb-kings-of-khemri/rule/the-terrors-below","title":"The Terrors Below","pathText":"tomb kings of khemri rule the terrors below","type":"rule","body":"From beneath the shifting and treacherous desert sands, tunnelling undead creatures strike at their enemies, dragging them to a grisly fate before bursting from the surface and into the fray. Any Tomb Scorpion or unit of Necroserpents may have this special rule for +2 points per model. When a unit with this special rule is placed on the battlefield as a result of using the From Beneath the Sands special rule, it may nominate a single enemy unit that is within 8\" of it and whose troop type is regular infantry or heavy infantry. The nominated enemy unit must immediately make a number of Initiative tests equal to the Unit Strength of this unit. For each test that is failed, a single model belonging to the nominated unit is removed from play as a casualty. From Beneath the Sands Regular Infantry Heavy Infantry Unit Strength"},"3478":{"id":"tomb-kings-of-khemri/rule/unbound-spirits","path":"tomb-kings-of-khemri/rule/unbound-spirits","title":"Unbound Spirits","pathText":"tomb kings of khemri rule unbound spirits","type":"rule","body":"If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12\" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play. Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"3479":{"id":"tomb-kings-of-khemri/rule/unstoppable-assault","path":"tomb-kings-of-khemri/rule/unstoppable-assault","title":"Unstoppable Assault","pathText":"tomb kings of khemri rule unstoppable assault","type":"rule","body":"A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule. The Combat Phase Stomp Attacks (X)"},"3480":{"id":"tomb-kings-of-khemri/rule/usirians-reaper","path":"tomb-kings-of-khemri/rule/usirians-reaper","title":"Usirian's Reaper","pathText":"tomb kings of khemri rule usirians reaper","type":"rule","body":"In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent's Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule. The Muster List Magical Attacks"},"3481":{"id":"tomb-kings-of-khemri/rule/vortex-of-souls","path":"tomb-kings-of-khemri/rule/vortex-of-souls","title":"Vortex of Souls","pathText":"tomb kings of khemri rule vortex of souls","type":"rule","body":"When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 2: Light of Death & Light of Protection Light of Death Type Magic Missile Casting Value 7+ Range 36\" The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light of Protection Type Enchantment Casting Value 8+ Range Self Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18\" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18\" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire. Bound Spells Light of Death Light of Protection Light of Death Magic Missiles Leadership Tests Armour Piercing Multiple Wounds (X) Make Armour Saves (Combat) Regeneration (X+) Ward Saves Light of Protection Enchantment Range 'Self' Spells Remains in Play Bound Spells"},"3482":{"id":"tomb-kings-of-khemri/spell/djafs-incantation-of-cursed-blades","path":"tomb-kings-of-khemri/spell/djafs-incantation-of-cursed-blades","title":"Djaf's Incantation of Cursed Blades","pathText":"tomb kings of khemri spell djafs incantation of cursed blades","type":"spell","body":"As the Liche Priest utters this ancient mantra, the weapons of the Nehekharan warriors gathered about them become imbued with the essence of Djaf, the jackal-headed god of the dead, who hungers for the souls of the living above all things. Type Enchantment Casting Value 7+ Range Self Until your next Start of Turn sub-phase, any friendly unit that has the Nehekharan Undead special rule and that is within the caster's Command range may re-roll any rolls To Hit of a natural 1. Enchantment Range 'Self' Spells Start of Turn Nehekharan Undead Command Range"},"3483":{"id":"tomb-kings-of-khemri/spell/khsars-incantation-of-the-desert-wind","path":"tomb-kings-of-khemri/spell/khsars-incantation-of-the-desert-wind","title":"Khsar's Incantation of the Desert Wind","pathText":"tomb kings of khemri spell khsars incantation of the desert wind","type":"spell","body":"Harnessing the power of Khsar, god of the desert winds, the Liche Priest summons forth a sandstorm that engulfs the undying warriors of Nehekhara and carries them across the battlefield. Type Enchantment Casting Value 6+/10+ Range Self If this spell is cast with a casting result of 6 or more, a single friendly unit that has the Nehekharan Undead special rule and is within the caster's Command range gains the Reserve Move special rule. If this spell is cast with a casting result of 10 or more, every friendly unit that has the Nehekharan Undead special rule and is within the caster's Command range gains the Reserve Move special rule. This spell lasts until the end of this turn. Enchantment Range 'Self' Spells Nehekharan Undead Command Range Reserve Move"},"3484":{"id":"tomb-kings-of-khemri/spell/light-of-death","path":"tomb-kings-of-khemri/spell/light-of-death","title":"Light of Death","pathText":"tomb kings of khemri spell light of death","type":"spell","body":"The unleashed spirits plunge through the bodies of the Tomb Kings' enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type Magic Missile Casting Value 7+ Range 36\" The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Magic Missiles Leadership Tests Armour Piercing Multiple Wounds (X) Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"3485":{"id":"tomb-kings-of-khemri/spell/light-of-protection","path":"tomb-kings-of-khemri/spell/light-of-protection","title":"Light of Protection","pathText":"tomb kings of khemri spell light of protection","type":"spell","body":"The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type Enchantment Casting Value 8+ Range Self Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18\" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18\" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire. Enchantment Range 'Self' Spells Remains in Play Bound Spells"},"3486":{"id":"tomb-kings-of-khemri/spell/usekhps-incantation-of-desiccation","path":"tomb-kings-of-khemri/spell/usekhps-incantation-of-desiccation","title":"Usekhp's Incantation of Desiccation","pathText":"tomb kings of khemri spell usekhps incantation of desiccation","type":"spell","body":"As the Liche Priest intones the curse of desiccation every syllable strips the moisture from their victims' bodies, sapping their strength and vitality. Type Hex Casting Value 9+ Range 15\" Until the end of this turn, the target enemy unit suffers a -1 modifier to its Strength and Toughness characteristics (to a minimum of 1). If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex"},"3487":{"id":"tomb-kings-of-khemri/unit/arch-necrotect","path":"tomb-kings-of-khemri/unit/arch-necrotect","title":"Arch Necrotect","pathText":"tomb kings of khemri unit arch necrotect","type":"unit","body":"Arch Necrotect Cost 90 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon whip light armour Special Rules Dry as Dust Flammable Immortal Overseer Khopesh Nehekharan Undead Regeneration (5+) Stone Shaper Options May purchase magic items up to a total of 75 points May purchase up to one Incantation Scroll Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Whip Whip Light Armour Light Armour Dry as Dust Dry as Dust Flammable Flammable Immortal Overseer Immortal Overseer Khopesh Khopesh Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stone Shaper Stone Shaper Incantations Scrolls"},"3488":{"id":"tomb-kings-of-khemri/unit/barded-skeletal-steed","path":"tomb-kings-of-khemri/unit/barded-skeletal-steed","title":"Barded Skeletal Steed","pathText":"tomb kings of khemri unit barded skeletal steed","type":"unit","body":"Barded Skeletal Steed Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Skeletal hooves (counts as hand weapon) barding Special Rules Counter Charge Nehekharan Undead Swiftstride Vanguard Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge Nehekharan Undead Nehekharan Undead Swiftstride Swiftstride Vanguard Vanguard"},"3489":{"id":"tomb-kings-of-khemri/unit/carrion","path":"tomb-kings-of-khemri/unit/carrion","title":"Carrion","pathText":"tomb kings of khemri unit carrion","type":"unit","body":"Carrion Cost 27 Base Size 40 x 40 mm Unit Size 2+ Type Carrion Troop Type Monstrous Infantry Unit Category Infantry Equipment Beaks talons (counts as hand weapons) Special Rules Fly (10) Nehekharan Undead Regeneration (6+) Skirmishers Swiftstride Monstrous Infantry Infantry Hand Weapon Hand Weapon Fly (X) Fly (X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Swiftstride Swiftstride"},"3490":{"id":"tomb-kings-of-khemri/unit/casket-of-souls","path":"tomb-kings-of-khemri/unit/casket-of-souls","title":"Casket of Souls","pathText":"tomb kings of khemri unit casket of souls","type":"unit","body":"Casket of Souls Casket Guardians Cost 135 Base Size N/A Unit Size 1 Type Casket Of Souls Troop Type War Machine Unit Category War Machine Equipment Hand weapons great weapons light armour Special Rules Cleaving Blow Covenant of Power Dry as Dust Immovable Object Indomitable (2) Nehekharan Undead Regeneration (5+) Skirmishers Unbound Spirits Vortex of Souls War Machines War Machines Hand Weapon Hand Weapon Great Weapon Great Weapon Light Armour Light Armour Cleaving Blow Cleaving Blow Covenant of Power Covenant of Power Dry as Dust Dry as Dust Immovable Object Immovable Object Indomitable (X) Indomitable (X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Unbound Spirits Unbound Spirits Vortex of Souls Vortex of Souls"},"3491":{"id":"tomb-kings-of-khemri/unit/chariot","path":"tomb-kings-of-khemri/unit/chariot","title":"Skeleton Chariots","pathText":"tomb kings of khemri unit chariot","type":"unit","body":"Chariot Skeletal Crew (x2) Master Charioteer Skeletal Steed (x2) Cost 41 Base Size 50 x 100 mm Unit Size 1+ Armour Value 4+ Type Skeleton Chariots Troop Type Light Chariot Unit Category Chariot Equipment Skeleton Crew: Hand weapons, cavalry spears and warbows Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Arrows of Asaph Dry as Dust Horde Impact Hits (D3) Nehekharan Undead Open Order Regeneration (6+) Reserve Move Swiftstride Options Any unit may: Upgrade one model to include a Master Charioteer (champion) (+6 points per unit) Upgrade one model to include a standard bearer (+6 points per unit) Upgrade one model to include a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Master Charioteer may purchase magic items up to a total of 25 points Note that a Master Charioteer, a standard bearer or a musician each replace a single Skeleton Crewman, and that each must be placed aboard a different Chariot. Skeleton Chariots Light Chariots Chariots Hand Weapon Cavalry Spear Warbow Hand Weapon Arrows of Asaph Arrows of Asaph Dry as Dust Dry as Dust Horde Horde Impact Hits (X) Impact Hits (X) Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move Swiftstride Swiftstride"},"3492":{"id":"tomb-kings-of-khemri/unit/high-priest","path":"tomb-kings-of-khemri/unit/high-priest","title":"High Priest","pathText":"tomb kings of khemri unit high priest","type":"unit","body":"High Priest Cost 140 Base Size 25 x 25 mm Unit Size 1 Type Liche Priests Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Elementalism Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Arise! Curse of the Necropolis Indomitable (1) Khopesh Lore of Nehekhara Nehekharan Undead Regeneration (5+) From Beneath the Sands Options May be mounted: Skeletal Steed (+12 points) Barded Skeletal Steed (+16 points) Necrolith Bone Dragon (+195 points) A High Priest may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Purchase up to three Incantation Scrolls Liche Priests Regular Infantry Characters (Troop Types) Infantry Elementalism Illusion Necromancy Hand Weapon Hand Weapon Arise! Arise! Curse of the Necropolis Curse of the Necropolis Indomitable (X) Indomitable (X) Khopesh Khopesh Lore of Nehekhara Lore of Nehekhara Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) From Beneath the Sands From Beneath the Sands Skeletal Steed (Tomb Kings) Barded Skeletal Steed Necrolith Bone Dragon Incantations Scrolls"},"3493":{"id":"tomb-kings-of-khemri/unit/khemrian-warsphinx","path":"tomb-kings-of-khemri/unit/khemrian-warsphinx","title":"Khemrian Warsphinx","pathText":"tomb kings of khemri unit khemrian warsphinx","type":"unit","body":"This model may be included in your army as a character's mount. If so, its points are added to that of its rider. Note that, because it has the Howdah special rule (and its own crew, which the character joins), a Khemrian Warsphinx is considered to be a chariot mount, rather than a ridden monster. Khemrian Warsphinx Tomb Guard Crew (x2) Cost 175 Base Size 60 x 100 mm Unit Size 1 Armour Value 5+ Type Khemrian Warsphinx Troop Type Behemoth Unit Category Monster Equipment Khemrian Warsphinx: Wicked claws Tomb Guard Crew: Hand weapons, cavalry spears and shortbows Special Rules Arrows of Asaph Cleaving Blow (Tomb Guard Crew only) Close Order Howdah Indomitable (2) Khopesh (Tomb Guard Crew only) Large Target Nehekharan Undead Regeneration (6+) Stomp Attacks (D3) Terror Options May add up to two additional Tomb Guard Crew (+10 points each) May take: Envenomed sting (+5 points) Fiery roar (+20 points) Optional Rules Envenomed Sting Fiery Roar Behemoths Monsters Wicked Claws Hand Weapon Cavalry Spear Shortbow Arrows of Asaph Arrows of Asaph Cleaving Blow Cleaving Blow Close Order Close Order Howdah Howdah Indomitable (X) Indomitable (X) Khopesh Khopesh Large Target Large Target Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Terror Terror Envenomed Sting Fiery Roar Envenomed Sting Envenomed Sting Fiery Roar Fiery Roar"},"3494":{"id":"tomb-kings-of-khemri/unit/mortuary-priest","path":"tomb-kings-of-khemri/unit/mortuary-priest","title":"Mortuary Priest","pathText":"tomb kings of khemri unit mortuary priest","type":"unit","body":"Mortuary Priest Cost 55 Base Size 25 x 25 mm Unit Size 1 Type Liche Priests Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Elementalism Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Arise! Curse of the Necropolis Indomitable (1) Khopesh Lore of Nehekhara Nehekharan Undead Regeneration (5+) From Beneath the Sands Options May be mounted: Skeletal Steed (+12 points) Barded Skeletal Steed (+16 points) A Mortuary Priest may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Purchase up to two Incantation Scrolls Liche Priests Regular Infantry Characters (Troop Types) Infantry Elementalism Illusion Necromancy Hand Weapon Hand Weapon Arise! Arise! Curse of the Necropolis Curse of the Necropolis Indomitable (X) Indomitable (X) Khopesh Khopesh Lore of Nehekhara Lore of Nehekhara Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) From Beneath the Sands From Beneath the Sands Skeletal Steed (Tomb Kings) Barded Skeletal Steed Incantations Scrolls"},"3495":{"id":"tomb-kings-of-khemri/unit/necrolith-bone-dragon","path":"tomb-kings-of-khemri/unit/necrolith-bone-dragon","title":"Necrolith Bone Dragon","pathText":"tomb kings of khemri unit necrolith bone dragon","type":"unit","body":"A Necrolith Bone Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Necrolith Bone Dragon Cost Override +195 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws breath of desiccation draconic bones (counts as full plate armour) Special Rules Close Order Cloud of Dust Dry as Dust Fly (9) Indomitable (2) Large Target Nehekharan Undead Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Breath of Desiccation Breath of Desiccation Full Plate Armour Full Plate Armour Close Order Close Order Cloud of Dust Cloud of Dust Dry as Dust Dry as Dust Fly (X) Fly (X) Indomitable (X) Indomitable (X) Large Target Large Target Nehekharan Undead Nehekharan Undead Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"3496":{"id":"tomb-kings-of-khemri/unit/necrolith-colossus","path":"tomb-kings-of-khemri/unit/necrolith-colossus","title":"Necrolith Colossus","pathText":"tomb kings of khemri unit necrolith colossus","type":"unit","body":"Necrolith Colossus Cost 160 Base Size 50 x 50 mm Unit Size 1 Type Necrolith Colossus Troop Type Behemoth Unit Category Monster Equipment Paired great khopeshes heavy armour Special Rules Close Order Indomitable (2) Large Target Nehekharan Undead Regeneration (6+) Stomp Attacks (D3) Terror Timmm-berrr! Unstoppable Assault Behemoths Monsters Paired Great Khopeshes Paired Great Khopeshes Heavy Armour Heavy Armour Close Order Close Order Indomitable (X) Indomitable (X) Large Target Large Target Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unstoppable Assault Unstoppable Assault"},"3497":{"id":"tomb-kings-of-khemri/unit/necropolis-knight","path":"tomb-kings-of-khemri/unit/necropolis-knight","title":"Necropolis Knights","pathText":"tomb kings of khemri unit necropolis knight","type":"unit","body":"Necropolis Knight Necropolis Captain Necroserpent Cost 54 Base Size 50 x 100 mm Unit Size 2+ Type Necropolis Knights Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Necropolis Knights: Hand weapons, cavalry spears, light armour and shields Necroserpent: Lashing tails (counts as hand weapons) Special Rules Armoured Hide (1) Cleaving Blow (Riders only) Close Order Impact Hits (1) Indomitable (1) Khopesh Nehekharan Undead Poisoned Attacks (Necroserpent only) Regeneration (6+) Swiftstride Options Any unit may: Upgrade one model to a Necropolis Captain (champion) +7 points per unit Upgrade one model to a standard bearer +7 points per unit Upgrade one model to a musician +7 points per unit Purchase a magic standard worth up to 50 points A Necropolis Captain may take: A great weapon +3 points Magic items up to a total of 25 points Necropolis Knights Monstrous Cavalry Cavalry Hand Weapon Cavalry Spear Light Armour Shield Hand Weapon Armoured Hide (X) Armoured Hide (X) Cleaving Blow Cleaving Blow Close Order Close Order Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Khopesh Khopesh Nehekharan Undead Nehekharan Undead Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Great Weapon"},"3498":{"id":"tomb-kings-of-khemri/unit/necroserpents","path":"tomb-kings-of-khemri/unit/necroserpents","title":"Necroserpents","pathText":"tomb kings of khemri unit necroserpents","type":"unit","body":"Necroserpent Cost 38 Base Size 50 x 100 mm Unit Size 2+ Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Lashing tails venomous fangs (counts as hand weapons) Special Rules Ambushers Armoured Hide (1) Impact Hits (1) Indomitable (1) Move Through Cover Nehekharan Undead Open Order Poisoned Attacks Regeneration (6+) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Ambushers Ambushers Armoured Hide (X) Armoured Hide (X) Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Move Through Cover Move Through Cover Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride"},"3499":{"id":"tomb-kings-of-khemri/unit/necrosphinx","path":"tomb-kings-of-khemri/unit/necrosphinx","title":"Necrosphinx","pathText":"tomb kings of khemri unit necrosphinx","type":"unit","body":"Necrosphinx Cost 195 Base Size 60 x 100 mm Unit Size 1 Type Necrosphinx Troop Type Behemoth Unit Category Monster Equipment Cleaving blades decapitating strike heavy armour Special Rules Close Order Fly (9) Indomitable (2) Large Target Nehekharan Undead Regeneration (5+) Stomp Attacks (D3+2) Swiftstride Terror Soul Reaper Options A Necrosphinx may take an envenomed sting (+5 points) Optional Rules Envenomed Sting Behemoths Monsters Cleaving Blades Cleaving Blades Decapitating Strike Decapitating Strike Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Indomitable (X) Indomitable (X) Large Target Large Target Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Soul Reaper Soul Reaper Envenomed Sting Envenomed Sting Envenomed Sting"},"3500":{"id":"tomb-kings-of-khemri/unit/necrotect","path":"tomb-kings-of-khemri/unit/necrotect","title":"Necrotect","pathText":"tomb kings of khemri unit necrotect","type":"unit","body":"Necrotect Cost 55 Base Size 25 x 25 mm Unit Size 1 Type Necrotect Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon whip light armour Special Rules Dry as Dust Eternal Taskmaster Flammable Khopesh Nehekharan Undead Regeneration (6+) Options May purchase magic items up to a total of 50 points May purchase up to one Incantation Scroll Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Whip Whip Light Armour Light Armour Dry as Dust Dry as Dust Eternal Taskmaster Eternal Taskmaster Flammable Flammable Khopesh Khopesh Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Incantations Scrolls"},"3501":{"id":"tomb-kings-of-khemri/unit/nekaph","path":"tomb-kings-of-khemri/unit/nekaph","title":"Nekaph","pathText":"tomb kings of khemri unit nekaph","type":"unit","body":"Nekaph, Emissary of Settra is a Royal Herald. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here. Nekaph Cost 120 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Equipment The Flail of Conquered Kings light armour Special Rules Dry as Dust Flammable Herald of Despair Indomitable (2) Killing Blow Nehekharan Undead Regeneration (5+) Settra's Champion Sworn Protector Regular Infantry Named Characters (Warhammer Armies) Infantry The Flail of Conquered Kings The Flail of Conquered Kings Light Armour Light Armour Dry as Dust Dry as Dust Flammable Flammable Herald of Despair Herald of Despair Indomitable (X) Indomitable (X) Killing Blow Killing Blow Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Settra's Champion Settra's Champion Sworn Protector Sworn Protector"},"3502":{"id":"tomb-kings-of-khemri/unit/prince-apophas","path":"tomb-kings-of-khemri/unit/prince-apophas","title":"Prince Apophas","pathText":"tomb kings of khemri unit prince apophas","type":"unit","body":"Prince Apophas is a Tomb Prince. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here. Prince Apophas Cost 130 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Equipment Hand weapon swarming mass light armour Special Rules Ambushers Fly (9) Indomitable (2) Khopesh Loner Nehekharan Undead Regeneration (5+) Scarab Prince Usirian's Reaper Terror Regular Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Hand Weapon Swarming Mass Swarming Mass Light Armour Light Armour Ambushers Ambushers Fly (X) Fly (X) Indomitable (X) Indomitable (X) Khopesh Khopesh Loner Loner Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Scarab Prince Scarab Prince Usirian's Reaper Usirian's Reaper Terror Terror"},"3503":{"id":"tomb-kings-of-khemri/unit/royal-herald","path":"tomb-kings-of-khemri/unit/royal-herald","title":"Royal Herald","pathText":"tomb kings of khemri unit royal herald","type":"unit","body":"Royal Herald Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Royal Heralds Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Banner of the King Dry as Dust Flammable Indomitable (1) Khopesh Nehekharan Undead Regeneration (5+) Sworn Protector Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted: Skeletal Steed (+12 points) Barded Skeletal Steed (+16 points) Skeleton Chariot (+35 points) May purchase magic items up to a total of 75 points Royal Heralds Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Banner of the King Banner of the King Dry as Dust Dry as Dust Flammable Flammable Indomitable (X) Indomitable (X) Khopesh Khopesh Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Sworn Protector Sworn Protector Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Cavalry Spear Shield Skeletal Steed (Tomb Kings) Barded Skeletal Steed Skeleton Chariot"},"3504":{"id":"tomb-kings-of-khemri/unit/screaming-skull-catapult","path":"tomb-kings-of-khemri/unit/screaming-skull-catapult","title":"Screaming Skull Catapult","pathText":"tomb kings of khemri unit screaming skull catapult","type":"unit","body":"Screaming Skull Catapult Skeleton Crew Cost 105 Base Size 60 x 100 mm (war machine), 25 x 25 mm (crew) Unit Size 1 Type Screaming Skull Catapult Troop Type War Machine Unit Category War Machine Equipment Screaming skull catapult hand weapon light armour Special Rules Dry as Dust Indomitable (1) Nehekharan Undead Regeneration (6+) Skirmishers Options May have the Skulls of the Foe special rule (+20 points) Optional Rules Skulls of the Foe War Machines War Machines Screaming Skull Catapult Screaming Skull Catapult Hand Weapon Hand Weapon Light Armour Light Armour Dry as Dust Dry as Dust Indomitable (X) Indomitable (X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Skulls of the Foe Skulls of the Foe Skulls of the Foe"},"3505":{"id":"tomb-kings-of-khemri/unit/sepulchral-stalker","path":"tomb-kings-of-khemri/unit/sepulchral-stalker","title":"Sepulchral Stalkers","pathText":"tomb kings of khemri unit sepulchral stalker","type":"unit","body":"Sepulchral Stalkers Cost 49 Base Size 50 x 100 mm Unit Size 2+ Type Sepulchral Stalkers Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hand weapons, writhing tails, halberds, petrifying gaze and heavy armour Special Rules Close Order Indomitable (1) Nehekharan Undead Regeneration (6+) Swiftstride Options 0-1 unit in your army may have the Ambushers special rule (+2 points per model) Optional Rules Ambushers Monstrous Cavalry Cavalry Hand Weapon Writhing Tail Halberd Petrifying Gaze Heavy Armour Close Order Close Order Indomitable (X) Indomitable (X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Ambushers Ambushers Ambushers"},"3506":{"id":"tomb-kings-of-khemri/unit/settra-the-imperishable","path":"tomb-kings-of-khemri/unit/settra-the-imperishable","title":"Settra the Imperishable","pathText":"tomb kings of khemri unit settra the imperishable","type":"unit","body":"Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here. Settra the Imperishable Chariot of the Gods Skeletal Steed (x4) Cost 445 Base Size 100 x 150 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Troop Type Named Character Unit Category Chariot Wizard Level 1 Magic Lore Necromancy Equipment Settra: The Blessed Blade of Ptra, the Chariot of the Gods, the Crown of Nehekhara, the Scarab Brooch of Usirian Skeletal Steed: Skeletal hooves (counts as Hand weapons) Special Rules Commander of Legions Curse of the Necropolis Dry as Dust Flammable Impact Hits (2D3) Indomitable (3) Lore of Nehekhara My Will Be Done Nehekharan Undead Regeneration (5+) Settra Does Not Kneel! Settra the Great Heavy Chariots Named Characters (Warhammer Armies) Chariots Necromancy The Blessed Blade of Ptra The Chariot of the Gods The Crown of Nehekhara The Scarab Brooch of Usirian Hand Weapon Commander of Legions Commander of Legions Curse of the Necropolis Curse of the Necropolis Dry as Dust Dry as Dust Flammable Flammable Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Lore of Nehekhara Lore of Nehekhara My Will Be Done My Will Be Done Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Settra Does Not Kneel! Settra Does Not Kneel! Settra the Great Settra the Great"},"3507":{"id":"tomb-kings-of-khemri/unit/skeletal-steed-tomb-kings","path":"tomb-kings-of-khemri/unit/skeletal-steed-tomb-kings","title":"Skeletal Steed (Tomb Kings)","pathText":"tomb kings of khemri unit skeletal steed tomb kings","type":"unit","body":"Skeletal Steed Cost Override +12 points Base Size 25 x 50 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Skeletal hooves (counts as hand weapon) Special Rules Nehekharan Undead Swiftstride Vanguard Heavy Cavalry Cavalry Hand Weapon Hand Weapon Nehekharan Undead Nehekharan Undead Swiftstride Swiftstride Vanguard Vanguard"},"3508":{"id":"tomb-kings-of-khemri/unit/skeleton-archer","path":"tomb-kings-of-khemri/unit/skeleton-archer","title":"Skeleton Archers","pathText":"tomb kings of khemri unit skeleton archer","type":"unit","body":"Skeleton Archer Master of Arrows Cost 5 Base Size 25 x 25 mm Unit Size 10+ (5+ if a detachment) Type Skeleton Archers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons warbows Special Rules Arrows of Asaph Detachment Nehekharan Undead Open Order Regeneration (6+) Options The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Master of Arrows (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Skeleton Archers Regular Infantry Infantry Hand Weapon Hand Weapon Warbow Warbow Arrows of Asaph Arrows of Asaph Detachment Special Rules Detachment Special Rules Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Light Armour"},"3509":{"id":"tomb-kings-of-khemri/unit/skeleton-cavalry-cohort","path":"tomb-kings-of-khemri/unit/skeleton-cavalry-cohort","title":"Skeleton Cavalry Cohort","pathText":"tomb kings of khemri unit skeleton cavalry cohort","type":"unit","body":"When writing your muster list, a Skeleton Cavalry Cohort must contain at least five Royal Host Horsemen and five Royal Host Horse Archers. Royal Host Horsemen always occupy the front rank(s) of the unit, pushing past any Royal Host Horse Archers to get there if necessary (such as when the unit turns). Royal Host Horseman Royal Host Horse Archer Master of Horse Skeletal Steed Cost 12 Base Size 25 x 50 mm Unit Size 5+/5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Royal Host Horseman: Hand weapons, cavalry spears, light armour and shields Royal Host Horse Archer: Hand weapons, light armour and warbows Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Arrows of Asaph Close Order Horde Motley Crew Nehekharan Undead Regeneration (6+) Steadfast Discipline Swiftstride Vanguard Options Any unit may: Upgrade one model to a Master of Horse (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Take a magic standard worth up to 50 points Have the Counter Charge special rule (+1 point per model) A Master of Horse may purchase magic items up to a total of 30 points Optional Rules Counter Charge Heavy Cavalry Cavalry Hand Weapon Cavalry Spear Light Armour Shield Hand Weapon Light Armour Warbow Hand Weapon Arrows of Asaph Arrows of Asaph Close Order Close Order Horde Horde Motley Crew Motley Crew Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Steadfast Discipline Steadfast Discipline Swiftstride Swiftstride Vanguard Vanguard Counter Charge Counter Charge Counter Charge"},"3510":{"id":"tomb-kings-of-khemri/unit/skeleton-chariot","path":"tomb-kings-of-khemri/unit/skeleton-chariot","title":"Skeleton Chariot","pathText":"tomb kings of khemri unit skeleton chariot","type":"unit","body":"Chariot Skeletal Steed (x2) Cost Override +35 points Base Size 50 x 100 mm Unit Size 1 Armour Value 5+ Troop Type Light Chariot Unit Category Chariot Equipment Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Dry as Dust Impact Hits (D3) Nehekharan Undead Open Order Reserve Move Swiftstride Light Chariots Chariots Hand Weapon Dry as Dust Dry as Dust Impact Hits (X) Impact Hits (X) Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Reserve Move Reserve Move Swiftstride Swiftstride"},"3511":{"id":"tomb-kings-of-khemri/unit/skeleton-horse-archer","path":"tomb-kings-of-khemri/unit/skeleton-horse-archer","title":"Skeleton Horse Archers","pathText":"tomb kings of khemri unit skeleton horse archer","type":"unit","body":"Skeleton Horse Archer Master of Horse Skeletal Steed Cost 11 Base Size 25 x 50 mm Unit Size 5+ Type Skeleton Horse Archers Troop Type Light Cavalry Unit Category Cavalry Equipment Skeleton Horsemen: Hand weapons and warbows Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Arrows of Asaph Nehekharan Undead Open Order Regeneration (6+) Reserve Move Scouts Skirmishers Swiftstride Options The entire unit may take light armour (+1 point per model) Any unit may: Upgrade one model to a Master of Horse (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Have the Chariot Runners special rule (+1 point per model) Optional Rules Chariot Runners Skeleton Horse Archers Light Cavalry Cavalry Hand Weapon Warbow Hand Weapon Arrows of Asaph Arrows of Asaph Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move Scouts Scouts Skirmish Formation Skirmish Formation Swiftstride Swiftstride Light Armour Chariot Runners Chariot Runners Chariot Runners"},"3512":{"id":"tomb-kings-of-khemri/unit/skeleton-horseman","path":"tomb-kings-of-khemri/unit/skeleton-horseman","title":"Skeleton Horsemen","pathText":"tomb kings of khemri unit skeleton horseman","type":"unit","body":"Skeleton Horseman Master of Horse Skeletal Steed Cost 11 Base Size 25 x 50 mm Unit Size 4+ Type Skeleton Horsemen Troop Type Heavy Cavalry Unit Category Cavalry Equipment Skeleton Horsemen: Hand weapons and shields Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Close Order Horde Nehekharan Undead Regeneration (6+) Swiftstride Vanguard Options The entire unit may take: Cavalry spears (+1 point per model) Light armour (+1 point per model) Any unit may: Upgrade one model to a Master of Horse (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Master of Horse may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Counter Charge special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Counter Charge Skeleton Horsemen Heavy Cavalry Cavalry Hand Weapon Shield Hand Weapon Close Order Close Order Horde Horde Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Vanguard Vanguard Cavalry Spear Light Armour Counter Charge Counter Charge Counter Charge"},"3513":{"id":"tomb-kings-of-khemri/unit/skeleton-infantry-cohort","path":"tomb-kings-of-khemri/unit/skeleton-infantry-cohort","title":"Skeleton Infantry Cohort","pathText":"tomb kings of khemri unit skeleton infantry cohort","type":"unit","body":"When writing your muster list, a Skeleton Infantry Cohort must contain at least ten Royal Host Warriors and ten Royal Host Archers. Royal Host Warriors always occupy the front rank(s) of the unit, pushing past any Royal Host Archers to get there if necessary (such as when the unit turns). Royal Host Warrior Royal Host Archer Master of Arms Cost 5 Base Size 25 x 25 mm Unit Size 10+/10+ Troop Type Regular Infantry Unit Category Infantry Equipment Royal Host Warriors: Hand weapons, thrusting spears, light armour and shields Royal Host Archers: Hand weapons, light armour and warbows Special Rules Arrows of Asaph Close Order Horde Motley Crew Nehekharan Undead Regeneration (6+) Regimental Unit Steadfast Discipline Options Any unit may: Upgrade one model to a Master of Arms (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Take a magic standard worth up to 50 points Have the Nehekharan Phalanx special rule (+10 points per unit) A Master of Arms may purchase magic items up to a total of 30 points Optional Rules Nehekharan Phalanx Regular Infantry Infantry Hand Weapon Thrusting Spear Light Armour Shield Hand Weapon Light Armour Warbow Arrows of Asaph Arrows of Asaph Close Order Close Order Horde Horde Motley Crew Motley Crew Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Regimental Unit Regimental Unit Steadfast Discipline Steadfast Discipline Nehekharan Phalanx Nehekharan Phalanx Nehekharan Phalanx"},"3514":{"id":"tomb-kings-of-khemri/unit/skeleton-skirmisher","path":"tomb-kings-of-khemri/unit/skeleton-skirmisher","title":"Skeleton Skirmishers","pathText":"tomb kings of khemri unit skeleton skirmisher","type":"unit","body":"Skeleton Skirmisher Cost 4 Base Size 25 x 25 mm Unit Size 5-20 Type Skeleton Skirmishers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Arrows of Asaph Chariot Runners Nehekharan Undead Regeneration (6+) Skirmishers Vanguard Options The entire unit may take one of the following: Warbows (+1 point per model) Shields (+1 point per model) 0-1 unit in your army may have the Ambushers special rule (+1 point per model) Regular Infantry Infantry Hand Weapon Hand Weapon Arrows of Asaph Arrows of Asaph Chariot Runners Chariot Runners Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Vanguard Vanguard Warbow Shield Ambushers"},"3515":{"id":"tomb-kings-of-khemri/unit/skeleton-warrior","path":"tomb-kings-of-khemri/unit/skeleton-warrior","title":"Skeleton Warriors (Tomb Kings)","pathText":"tomb kings of khemri unit skeleton warrior","type":"unit","body":"Skeleton Warrior Master of Arms Cost 4 Base Size 25 x 25 mm Unit Size 10+ Type Skeleton Warriors Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Close Order Horde Nehekharan Undead Regeneration (6+) Regimental Unit Options The entire unit may take: Thrusting spears (+1 point per model) Light armour (+1 point per model) Any unit may: Upgrade one model to a Master of Arms (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Master of Arms may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Nehekharan Phalanx special rule (+10 points per unit) Purchase a magic standard worth up to 50 points Optional Rules Nehekharan Phalanx Skeleton Warriors Regular Infantry Infantry Hand Weapon Hand Weapon Shield Shield Close Order Close Order Horde Horde Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Regimental Unit Regimental Unit Thrusting Spear Light Armour Nehekharan Phalanx Nehekharan Phalanx Nehekharan Phalanx"},"3516":{"id":"tomb-kings-of-khemri/unit/tomb-guard","path":"tomb-kings-of-khemri/unit/tomb-guard","title":"Tomb Guard","pathText":"tomb kings of khemri unit tomb guard","type":"unit","body":"Tomb Guard Tomb Captain Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Tomb Guard Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Special Rules Cleaving Blow Close Order Indomitable (1) Khopesh Nehekharan Undead Regeneration (6+) Regimental Unit Options The entire unit may take halberds (+1 point per model) Any unit may: Upgrade one model to a Tomb Captain (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Tomb Captain may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Nehekharan Phalanx special rule (+1 point per model) Optional Rules Drilled Nehekharan Phalanx Tomb Guard Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Cleaving Blow Cleaving Blow Close Order Close Order Indomitable (X) Indomitable (X) Khopesh Khopesh Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Regimental Unit Regimental Unit Drilled Nehekharan Phalanx Drilled Drilled Nehekharan Phalanx Nehekharan Phalanx"},"3517":{"id":"tomb-kings-of-khemri/unit/tomb-guard-chariots","path":"tomb-kings-of-khemri/unit/tomb-guard-chariots","title":"Tomb Guard Chariots","pathText":"tomb kings of khemri unit tomb guard chariots","type":"unit","body":"Chariot Tomb Guard Crew (x2) Tomb Captain Skeletal Steed (x2) Cost 49 Base Size 50 x 100 mm Unit Size 3+ Armour Value 4+ Troop Type Light Chariot Unit Category Chariot Equipment Tomb Guard Crew: Hand weapons, halberds and shields Skeletal Steed: Skeletal hooves (counts as hand weapons) Special Rules Cleaving Blow (Tomb Guard Crew only) Dry as Dust Impact Hits (D3+1) Indomitable (2) Khopesh Nehekharan Undead Open Order Regeneration (6+) Reserve Move Swiftstride Options Any unit may: Upgrade one model to include a Tomb Captain (champion) (+7 points per unit) Upgrade one model to include a standard bearer (+7 points per unit) Upgrade one model to include a musician (+7 points per unit) Purchase a magic standard worth up to 50 points A Tomb Captain may purchase magic items up to a total of 50 points Note that a Tomb Captain, a standard bearer or a musician each replace a single Tomb Guard crew, and that each must be placed aboard a different chariot. Light Chariots Chariots Hand Weapon Halberd Shield Hand Weapon Cleaving Blow Cleaving Blow Dry as Dust Dry as Dust Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Khopesh Khopesh Nehekharan Undead Nehekharan Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move Swiftstride Swiftstride"},"3518":{"id":"tomb-kings-of-khemri/unit/tomb-king","path":"tomb-kings-of-khemri/unit/tomb-king","title":"Tomb King","pathText":"tomb kings of khemri unit tomb king","type":"unit","body":"Tomb King Cost 160 Base Size 25 x 25 mm Unit Size 1 Type Monarchs Of Nehekhara Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Curse of the Necropolis Dry as Dust Flammable Indomitable (2) Khopesh My Will Be Done Nehekharan Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted: Skeletal Steed (+12 points) Barded Skeletal Steed (+16 points) Skeleton Chariot (+35 points) Necrolith Bone Dragon (+195 points) Khemrian Warsphinx (+175 points) A Tomb King may purchase magic items up to a total of 100 points Monarchs Of Nehekhara Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Curse of the Necropolis Curse of the Necropolis Dry as Dust Dry as Dust Flammable Flammable Indomitable (X) Indomitable (X) Khopesh Khopesh My Will Be Done My Will Be Done Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Cavalry Spear Shield Skeletal Steed (Tomb Kings) Barded Skeletal Steed Skeleton Chariot Necrolith Bone Dragon Khemrian Warsphinx"},"3519":{"id":"tomb-kings-of-khemri/unit/tomb-prince","path":"tomb-kings-of-khemri/unit/tomb-prince","title":"Tomb Prince","pathText":"tomb kings of khemri unit tomb prince","type":"unit","body":"Tomb Prince Cost 90 Base Size 25 x 25 mm Unit Size 1 Type Monarchs Of Nehekhara Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Curse of the Necropolis Dry as Dust Flammable Indomitable (2) Khopesh My Will Be Done Nehekharan Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May be mounted: Skeletal Steed (+12 points) Barded Skeletal Steed (+16 points) Skeleton Chariot (+35 points) A Tomb Prince may purchase magic items up to a total of 50 points Monarchs Of Nehekhara Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Curse of the Necropolis Curse of the Necropolis Dry as Dust Dry as Dust Flammable Flammable Indomitable (X) Indomitable (X) Khopesh Khopesh My Will Be Done My Will Be Done Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Cavalry Spear Shield Skeletal Steed (Tomb Kings) Barded Skeletal Steed Skeleton Chariot"},"3520":{"id":"tomb-kings-of-khemri/unit/tomb-scorpion","path":"tomb-kings-of-khemri/unit/tomb-scorpion","title":"Tomb Scorpion","pathText":"tomb kings of khemri unit tomb scorpion","type":"unit","body":"Tomb Scorpion Cost 70 Base Size 75 x 50 mm Unit Size 1 Type Tomb Scorpion Troop Type Monstrous Creature Unit Category Monster Equipment Decapitating claws envenomed sting bone carapace (counts as heavy armour) Special Rules Close Order Indomitable (1) Magic Resistance (-1) Nehekharan Undead Regeneration (6+) Stomp Attacks (D3) Swiftstride Vanguard Options May have the Ambushers special rule (+5 points) Optional Rules Ambushers Monstrous Creatures Monsters Decapitating Claws Decapitating Claws Envenomed Sting Envenomed Sting Heavy Armour Heavy Armour Close Order Close Order Indomitable (X) Indomitable (X) Magic Resistance (-X) Magic Resistance (-X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Vanguard Vanguard Ambushers Ambushers Ambushers"},"3521":{"id":"tomb-kings-of-khemri/unit/tomb-swarm","path":"tomb-kings-of-khemri/unit/tomb-swarm","title":"Tomb Swarms","pathText":"tomb kings of khemri unit tomb swarm","type":"unit","body":"Tomb Swarm Cost 37 Base Size 40 x 40 mm Unit Size 2-10 Type Tomb Swarms Troop Type Swarm Unit Category Infantry Equipment Venomous bites stings (counts as hand weapons) Special Rules Dry as Dust Nehekharan Undead Poisoned Attacks Regeneration (6+) Skirmishers Options Any unit may have the Ambushers special rule (+2 points per model) Optional Rules Ambushers Swarms Infantry Hand Weapon Hand Weapon Dry as Dust Dry as Dust Nehekharan Undead Nehekharan Undead Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Ambushers Ambushers Ambushers"},"3522":{"id":"tomb-kings-of-khemri/unit/ushabti","path":"tomb-kings-of-khemri/unit/ushabti","title":"Ushabti","pathText":"tomb kings of khemri unit ushabti","type":"unit","body":"Ushabti Ancient Cost 49 Base Size 40 x 40 mm Unit Size 3+ Type Ushabti Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons ritual blades heavy armour Special Rules Arrows of Asaph Close Order Indomitable (1) Khopesh Nehekharan Undead Regeneration (6+) Options The entire unit may replace ritual blades with greatbows (see below) (Free) Any unit may upgrade one model to an Ancient (champion) (+7 points per unit) Optional Rules Greatbow Ushabti Monstrous Infantry Infantry Hand Weapon Hand Weapon Ritual Blade Ritual Blade Heavy Armour Heavy Armour Arrows of Asaph Arrows of Asaph Close Order Close Order Indomitable (X) Indomitable (X) Khopesh Khopesh Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Greatbow Greatbow"},"3523":{"id":"tomb-kings-of-khemri/unit/venerable-ushabti","path":"tomb-kings-of-khemri/unit/venerable-ushabti","title":"Venerable Ushabti","pathText":"tomb kings of khemri unit venerable ushabti","type":"unit","body":"Venerable Ushabti Venerable Ancient Cost 56 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons ritual blades heavy armour Special Rules Close Order Indomitable (1) Khopesh Magic Resistance (-2) Nehekharan Undead Regeneration (6+) Options Any unit may upgrade one model to a Venerable Ancient (+7 points per unit) Monstrous Infantry Infantry Hand Weapon Hand Weapon Ritual Blade Ritual Blade Heavy Armour Heavy Armour Close Order Close Order Indomitable (X) Indomitable (X) Khopesh Khopesh Magic Resistance (-X) Magic Resistance (-X) Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Venerable"},"3524":{"id":"tomb-kings-of-khemri/unit/winged-warsphinx","path":"tomb-kings-of-khemri/unit/winged-warsphinx","title":"Winged Warsphinx","pathText":"tomb kings of khemri unit winged warsphinx","type":"unit","body":"Winged Warsphinx Cost 180 Base Size 60 x 100 mm Unit Size 1 Armour Value 5+ Troop Type Behemoth Unit Category Monster Equipment Wicked claws heavy armour Special Rules Close Order Counter Charge Fly (9) Indomitable (2) Large Target Nehekharan Undead Regeneration (6+) Stomp Attacks (D3) Swiftstride Terror Options May take: Envenomed sting (+5 points) Fiery roar (+20 points) Optional Rules Envenomed Sting Fiery Roar Creations of the Mortuary Cult: Any army made using the Tomb Kings of Khemri Grand Army composition list or the Mortuary Cult Army of Infamy composition list may include 0-1 Winged Warsphinx per 1,000 points as a Rare choice. Behemoths Monsters Wicked Claws Wicked Claws Heavy Armour Heavy Armour Close Order Close Order Counter Charge Counter Charge Fly (X) Fly (X) Indomitable (X) Indomitable (X) Large Target Large Target Nehekharan Undead Nehekharan Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Envenomed Sting Fiery Roar Envenomed Sting Envenomed Sting Fiery Roar Fiery Roar"},"3525":{"id":"tomb-kings-of-khemri/weapon/breath-of-desiccation","path":"tomb-kings-of-khemri/weapon/breath-of-desiccation","title":"Breath of Desiccation","pathText":"tomb kings of khemri weapon breath of desiccation","type":"rule","body":"Breath of Desiccation Breath Weapon Magical Attacks Multiple Wounds (2) Breath Weapon Magical Attacks Multiple Wounds (X)"},"3526":{"id":"tomb-kings-of-khemri/weapon/cleaving-blades","path":"tomb-kings-of-khemri/weapon/cleaving-blades","title":"Cleaving Blades","pathText":"tomb kings of khemri weapon cleaving blades","type":"rule","body":"Cleaving Blades Killing Blow Killing Blow"},"3527":{"id":"tomb-kings-of-khemri/weapon/decapitating-claws","path":"tomb-kings-of-khemri/weapon/decapitating-claws","title":"Decapitating Claws","pathText":"tomb kings of khemri weapon decapitating claws","type":"rule","body":"Decapitating Claws Killing Blow Monster Slayer Killing Blow Monster Slayer"},"3528":{"id":"tomb-kings-of-khemri/weapon/decapitating-strike","path":"tomb-kings-of-khemri/weapon/decapitating-strike","title":"Decapitating Strike","pathText":"tomb kings of khemri weapon decapitating strike","type":"rule","body":"Decapitating Strike Killing Blow Monster Slayer Strike Last Notes: This model may make one additional attack each turn with this weapon. Killing Blow Monster Slayer Strike Last"},"3529":{"id":"tomb-kings-of-khemri/weapon/envenomed-sting","path":"tomb-kings-of-khemri/weapon/envenomed-sting","title":"Envenomed Sting","pathText":"tomb kings of khemri weapon envenomed sting","type":"rule","body":"Envenomed Sting Poisoned Attacks Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon. Poisoned Attacks Strike First"},"3530":{"id":"tomb-kings-of-khemri/weapon/fiery-roar","path":"tomb-kings-of-khemri/weapon/fiery-roar","title":"Fiery Roar","pathText":"tomb kings of khemri weapon fiery roar","type":"rule","body":"Fiery Roar Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"3531":{"id":"tomb-kings-of-khemri/weapon/greatbow","path":"tomb-kings-of-khemri/weapon/greatbow","title":"Greatbow","pathText":"tomb kings of khemri weapon greatbow","type":"rule","body":"Greatbow Armour Bane (2) Multiple Wounds (2) Volley Fire Armour Bane (X) Multiple Wounds (X) Volley Fire"},"3532":{"id":"tomb-kings-of-khemri/weapon/paired-great-khopeshes","path":"tomb-kings-of-khemri/weapon/paired-great-khopeshes","title":"Paired Great Khopeshes","pathText":"tomb kings of khemri weapon paired great khopeshes","type":"rule","body":"Paired Great Khopeshes Killing Blow Requires Two Hands Killing Blow Requires Two Hands"},"3533":{"id":"tomb-kings-of-khemri/weapon/ritual-blade","path":"tomb-kings-of-khemri/weapon/ritual-blade","title":"Ritual Blade","pathText":"tomb kings of khemri weapon ritual blade","type":"rule","body":"Ritual Blade Requires Two Hands Strike Last Requires Two Hands Strike Last"},"3534":{"id":"tomb-kings-of-khemri/weapon/screaming-skull-catapult","path":"tomb-kings-of-khemri/weapon/screaming-skull-catapult","title":"Screaming Skull Catapult","pathText":"tomb kings of khemri weapon screaming skull catapult","type":"rule","body":"Screaming Skull Catapult Bombardment Cumbersome Flaming Attacks Magical Attacks Move or Shoot Multiple Wounds (D3+1) Screaming Skulls Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Flaming Attacks Magical Attacks Move or Shoot Multiple Wounds (X) Screaming Skulls Stone Throwers Bombardment Stone Thrower Misfire Table Multiple Wounds (X)"},"3535":{"id":"tomb-kings-of-khemri/weapon/swarming-mass","path":"tomb-kings-of-khemri/weapon/swarming-mass","title":"Swarming Mass","pathText":"tomb kings of khemri weapon swarming mass","type":"rule","body":"As the swarm of scarabs in which Apophas' accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. Swarming Mass Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target's Toughness. Breath Weapon"},"3536":{"id":"tomb-kings-of-khemri/weapon/writhing-tail","path":"tomb-kings-of-khemri/weapon/writhing-tail","title":"Writhing Tail","pathText":"tomb kings of khemri weapon writhing tail","type":"rule","body":"Writhing Tail Extra Attacks (+D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit). Extra Attacks (+X)"},"3537":{"id":"troop-types-at-a-glance/prose","path":"troop-types-at-a-glance/prose","title":"Troop Types at a Glance","pathText":"troop types at a glance prose","type":"rule","body":"As mentioned previously, all models have a troop type. These, along with the type of formation units of such models adopt, determine how they function throughout the rules (as well as providing an insight into the role such models fulfil upon the battlefield). Troop types and their rules are explained in greater detail in the advanced rules. The following sections present some brief but important information needed to better understand the core 'how to play' rules that follow. Troop Types in Detail"},"3538":{"id":"troop-types-at-a-glance/prose/categories-of-troop-type-at-a-glance","path":"troop-types-at-a-glance/prose/categories-of-troop-type-at-a-glance","title":"Categories of Troop Type (at a Glance)","pathText":"troop types at a glance prose categories of troop type at a glance","type":"rule","body":"There are five main categories of troop type, each of which is further divided into sub-categories. For example, particularly large Infantry fall into the Monstrous Infantry sub-category of Infantry. In such cases, when the rules refer to Infantry units, Monstrous Infantry must also follow those rules unless an exception is stated for Monstrous Infantry. A model’s troop type determines the minimum number of such models a rank must contain to claim a Rank Bonus, the maximum Rank Bonus a unit of such models is able to claim, and the Unit Strength of such a model, as shown on the Troop Type Table. Infantry Infantry includes all units of foot troops, be they Goblins, Men, Ogres, Trolls or any other of the myriad Warhammer races fighting on foot. Infantry forms the backbone of most armies and is split into four sub-categories: Regular Infantry, Heavy Infantry, Monstrous Infantry and Swarms. Cavalry The term cavalry refers to any riders mounted on war beasts – commonly warhorses or similar creatures. It can also include war beasts on their own as packs of animals which will often function in a manner more similar to cavalry than infantry. Cavalry is split into four sub-categories: Light Cavalry, Heavy Cavalry, Monstrous Cavalry and War Beasts. Chariots A chariot is usually a wheeled war vehicle drawn into battle by beasts of some kind and crewed by warriors, armed to the teeth. This category can also include large objects, such as mobile altars, that are pushed along or carried. Chariots are split into two sub-categories: Light Chariots and Heavy Chariots. Monsters Monsters are the largest beings in the Warhammer world, creatures so powerful that they usually roam the battlefield alone. In spite of this, due to their size they function as Close Order units, rather than as Skirmishers. This category includes Dragons, Gryphons and so on. Monsters are split into two sub-categories: Monstrous Creatures and Behemoths. War Machines War machines such as cannon and bolt throwers are powerful units on the field of battle, able to pulverise whole regiments, breach stone walls or even slay fearsome monsters with a single, well-placed shot. This is a broad category with varied rules that cover the many different weapons to be found in the Warhammer world, the most commonly seen of which are dealt with in their own section. Monstrous Infantry Infantry Rank Bonus Unit Strength Troop Type Table Regular Infantry Heavy Infantry Swarms Cavalry Light Cavalry Heavy Cavalry Monstrous Cavalry War Beasts Chariots Light Chariots Heavy Chariots Monsters Monstrous Creatures Behemoths War Machines War Machines"},"3539":{"id":"troop-types-at-a-glance/prose/troop-type-table","path":"troop-types-at-a-glance/prose/troop-type-table","title":"Troop Type Table","pathText":"troop types at a glance prose troop type table","type":"rule","body":"This table summarises the most important information for each troop type. More detail is given in the Advanced Rules section. Referencing this table will help you to better understand some of the rules contained in the core 'how to play' rules. Troop Type Table Troop Type Models per Rank* Maximum Rank Bonus** Unit Strength per Model Infantry ——— ——— ——— Regular Infantry 5 +2 1 Heavy Infantry 4 +2 1 Monstrous Infantry 3 +2 3 Swarms - - 3 Cavalry ——— ——— ——— Light Cavalry 5 +1 2 Heavy Cavalry 4 +1 2 Monstrous Cavalry 3 +1 3 War Beasts 5 +1 1 Chariots ——— ——— ——— Light Chariots 3 +1 3 Heavy Chariots - - 5 Monsters ——— ——— ——— Monstrous Creatures - - As Starting Wounds Behemoths - - As Starting Wounds War Machines ——— ——— ——— War Machines - - As Starting Wounds *Note that this is the minimum number required to claim a Rank Bonus. Ranks can contain more or fewer models as you wish, but in order for a rank to count towards Rank Bonus, it must contain at least this many models. **Note that in some cases the maximum Rank Bonus a unit can claim can be increased by special rules. The maximum Rank Bonus a unit can claim can also be reduced by its formation, by spell effects, or by terrain."},"3540":{"id":"troop-types-at-a-glance/prose/unit-strength","path":"troop-types-at-a-glance/prose/unit-strength","title":"Unit Strength","pathText":"troop types at a glance prose unit strength","type":"rule","body":"Sometimes, you may be required to work out the 'Unit Strength' of a unit. There are a number of reasons you might need to know this, for example, to determine if one of your units is outnumbered by an enemy. Simply counting the number of models does not account for the sheer power of large and ferocious creatures. Unit Strength represents this well. To determine Unit Strength, simply count the number of models currently in the unit and multiply this by the Unit Strength per model as shown on the Troop Type table. Troop Type Table"},"3541":{"id":"unusual-formations/prose","path":"unusual-formations/prose","title":"Unusual Formations","pathText":"unusual formations prose","type":"rule","body":"As mentioned previously, the models that make up a Warhammer army must be formed into 'units' before battle commences and all units must adopt a formation. The core rules cover in detail Close Order formations, which are by far the most commonly seen – but by no means the only – type of formation. The following sections introduce the rules for Open Order and Skirmish formations. These are the two most frequently seen unusual formations, and every army will have the option to include units that can adopt them. A wise general will make full use of such units to exploit terrain, to harass the enemy from unexpected quarters and to protect their own vulnerable flanks. Open Order Formation Skirmish Formation"},"3542":{"id":"unusual-formations/prose/1-apart-skirmishers","path":"unusual-formations/prose/1-apart-skirmishers","title":"1\" Apart (Skirmishers)","pathText":"unusual formations prose 1 apart skirmishers","type":"rule","body":"The models that make up a unit in Skirmish formation are not placed in base contact with one another. Instead, they are deployed on the battlefield in a single loose but contiguous group, in which every model is within 1\" of another model belonging to the same unit, as shown in Fig 184.1."},"3543":{"id":"unusual-formations/prose/adopting-and-changing-formation","path":"unusual-formations/prose/adopting-and-changing-formation","title":"Adopting & Changing Formation","pathText":"unusual formations prose adopting and changing formation","type":"rule","body":"All units must adopt a formation. As mentioned previously, the type(s) of formation a unit can adopt are indicated by a special rule of the same name as the formation type. Models with more than one such special rule may choose their formation during deployment, and may change it and adopt a different formation by reforming during the game. Deployment Reform"},"3544":{"id":"unusual-formations/prose/characters-joining-skirmishers","path":"unusual-formations/prose/characters-joining-skirmishers","title":"Characters Joining Skirmishers","pathText":"unusual formations prose characters joining skirmishers","type":"rule","body":"Characters may only join a unit of Skirmishers if they are of the same sub-category of troop type. For example, a character whose troop type is light cavalry could join a unit of Skirmishers that are also light cavalry, but could not join a unit of Skirmishers that are heavy cavalry. This is an exception to the normal rules for characters joining units. Characters Skirmish Formation Troop Types in Detail Characters & Units"},"3545":{"id":"unusual-formations/prose/coherency","path":"unusual-formations/prose/coherency","title":"Coherency","pathText":"unusual formations prose coherency","type":"rule","body":"A unit of Skirmishers must end its movement as a coherent unit, as described. When removing casualties from a unit of Skirmishers, you cannot remove a model if doing so would cause the unit to lose its coherency – you must instead remove a different model. Should it ever occur that a unit of Skirmishers has lost its coherency, you must remove models from play as casualties until only a single, coherent group remains. In such cases, the models removed are assumed to have fled the battle in a most cowardly fashion. 1\" Apart (Skirmishers)"},"3546":{"id":"unusual-formations/prose/combat-order-open-order","path":"unusual-formations/prose/combat-order-open-order","title":"Combat Order (Open Order)","pathText":"unusual formations prose combat order open order","type":"rule","body":"An Open Order formation that is wider than it is deep (i.e., that has more models per rank than per file) or that is square (i.e., has the same number of models per file as per rank) is said to be in Combat Order. Such units are able to count a Rank Bonus in certain situations: Rank Bonus If a unit in Open Order formation is wide enough, it can claim a Rank Bonus of +1 for each rank behind the first, up to the maximum determined by its troop type: How many models a rank must contain to claim a Rank Bonus, as well as the maximum Rank Bonus a unit can claim, is determined by its troop type. Certain special rules may increase the Rank Bonus a unit can claim beyond the maximum normally allowed by its troop type. Note that, as normal, this bonus can be claimed for an incomplete rear rank, as long as there are sufficient models in it. Open Order Formation Rank Bonus Troop Type Table"},"3547":{"id":"unusual-formations/prose/dispersed-ranks","path":"unusual-formations/prose/dispersed-ranks","title":"Dispersed Ranks","pathText":"unusual formations prose dispersed ranks","type":"rule","body":"Units in Open Order formation do not become Disrupted by difficult or dangerous terrain. Disrupted Units"},"3548":{"id":"unusual-formations/prose/enemy-fire-skirmishers","path":"unusual-formations/prose/enemy-fire-skirmishers","title":"Enemy Fire (Skirmishers)","pathText":"unusual formations prose enemy fire skirmishers","type":"rule","body":"Due to their comparatively small size and ability to make use of all available cover, enemy units shooting at a unit of Skirmishers that consists entirely of models with a Unit Strength of 1 suffer a -1 To Hit modifier."},"3549":{"id":"unusual-formations/prose/facing-and-line-of-sight-skirmishers","path":"unusual-formations/prose/facing-and-line-of-sight-skirmishers","title":"Facing & Line of Sight (Skirmishers)","pathText":"unusual formations prose facing and line of sight skirmishers","type":"rule","body":"Unlike models in tightly ranked units, Skirmishers can see more of the battlefield around them. To represent this, whilst in Skirmish formation, models do not have flank or rear arcs. Instead, every arc is considered to be their front arc, giving Skirmishers a 360° vision arc. Therefore, units in Skirmish formation can declare charges and shoot in any direction – they are not limited by the constraints of a 90° front arc or vision arc. Other units can see through units in Skirmish formation if a line of sight can be drawn between the individual models. The individual models block line of sight as normal."},"3550":{"id":"unusual-formations/prose/formed-units-charging-skirmishers","path":"unusual-formations/prose/formed-units-charging-skirmishers","title":"Formed Units Charging Skirmishers","pathText":"unusual formations prose formed units charging skirmishers","type":"rule","body":"When a formed unit of any type (be it Close Order, Open Order and so on) charges a unit of Skirmishers, it must endeavour to move as directly as possible into contact with the closest visible model in the target unit. As usual, the charging unit may wheel once, at any point, during its move, as shown in Fig 186.3. Once the charging unit has made contact with the target unit, it does not wheel to align. Instead, the Skirmishers must form up against the fighting rank of the charging unit, as shown in Fig 186.4 and Fig 186.5. However, no model in the charged unit can move further than its Movement characteristic. Any Skirmishers that cannot make base contact must instead form up behind the fighting rank."},"3551":{"id":"unusual-formations/prose/highly-manoeuvrable","path":"unusual-formations/prose/highly-manoeuvrable","title":"Highly Manoeuvrable","pathText":"unusual formations prose highly manoeuvrable","type":"rule","body":"Open Order units tend to adopt a looser formation. Where the warriors within a Close Order formation will fight shoulder to shoulder, protecting one another with shield and spear, warriors in an Open Order formation fight in a more individual manner, striking and parrying with sword and buckler, or swinging great, double-handed weapons. Whatever the case, Open Order units are far more manoeuvrable than Close Order units. To represent this, units arrayed in an Open Order formation have the following abilities: Quick Turn Dispersed Ranks Quick Turn Dispersed Ranks"},"3552":{"id":"unusual-formations/prose/marching-column-unusual-formations","path":"unusual-formations/prose/marching-column-unusual-formations","title":"Marching Column (Unusual Formations)","pathText":"unusual formations prose marching column unusual formations","type":"rule","body":"A unit that is deeper than it is wide (i.e., that has more models per file than per rank) is said to be in Marching Column. A Marching Column cannot claim a Rank Bonus and cannot make a charge move, but may triple its Movement characteristic when Marching. Marching Column Rank Bonus Marching"},"3553":{"id":"unusual-formations/prose/movement-and-manoeuvre-skirmishers","path":"unusual-formations/prose/movement-and-manoeuvre-skirmishers","title":"Movement & Manoeuvre (Skirmishers)","pathText":"unusual formations prose movement and manoeuvre skirmishers","type":"rule","body":"Each model within a unit of Skirmishers moves as an individual. The unit does not turn, wheel or otherwise manoeuvre (although it may reform to adopt a different formation, if possible). Instead, each model is free to move in any direction without penalty, provided unit coherency is maintained."},"3554":{"id":"unusual-formations/prose/moving-through-skirmishers","path":"unusual-formations/prose/moving-through-skirmishers","title":"Moving Through Skirmishers","pathText":"unusual formations prose moving through skirmishers","type":"rule","body":"Other units cannot move through the gaps between models within a unit of Skirmishers, though Skirmishers can be fled through just like any other unit."},"3555":{"id":"unusual-formations/prose/open-order-formation","path":"unusual-formations/prose/open-order-formation","title":"Open Order Formation","pathText":"unusual formations prose open order formation","type":"rule","body":"A unit arrayed in an Open Order formation closely resembles one in a Close Order formation; the key differences lie in how the unit moves and interacts with terrain. As with a unit in Close Order, a unit in Open Order consists of two or more models that are arranged in base contact with each other, edge-to-edge and front corner to front corner, as shown in Fig 182.1. All models in such a unit must face the same direction. In addition, all models in the unit must be arranged in a formation that consists of one or more horizontal rows, called ranks, and a number of vertical rows, called files. As far as possible, there must be the same number of models in each rank. Where this is not possible, it must be the rear rank that has fewer models. Close Order Formation"},"3556":{"id":"unusual-formations/prose/quick-turn","path":"unusual-formations/prose/quick-turn","title":"Quick Turn","pathText":"unusual formations prose quick turn","type":"rule","body":"Unless it marched, a unit that is in Open Order formation may pivot about its centre to change its facing by up to 90° after moving during the Remaining Moves sub-phase. Open Order Formation Remaining Moves"},"3557":{"id":"unusual-formations/prose/skirmish-formation","path":"unusual-formations/prose/skirmish-formation","title":"Skirmish Formation","pathText":"unusual formations prose skirmish formation","type":"rule","body":"A unit of models in Skirmish formation (often referred to as 'Skirmishers' in the rules that follow) never consists of rigid ranks and files. Instead, it moves as a single loose group or rough line. This enables Skirmishers to move quickly and take advantage of terrain to shelter from the enemy."},"3558":{"id":"unusual-formations/prose/skirmishers-and-charging","path":"unusual-formations/prose/skirmishers-and-charging","title":"Skirmishers & Charging","pathText":"unusual formations prose skirmishers and charging","type":"rule","body":"A unit of Skirmishers may charge an enemy unit that is visible to more than half (50%) of its models when charges are declared. In which arc the enemy is charged is determined as normal. When a unit of Skirmishers charges, each model is moved individually, starting with the model closest to the charge target, as shown in Fig 186.1. Each model moves as directly as possible towards the charge target in order to make base contact with it and form a fighting rank. Models that cannot make base contact with the charge target must form up behind the fighting rank, as shown in Fig 186.2. If any Skirmishers are unable to form up, the unit is considered to have lost its coherency. Coherency"},"3559":{"id":"unusual-formations/prose/skirmishers-and-disruption","path":"unusual-formations/prose/skirmishers-and-disruption","title":"Skirmishers & Disruption","pathText":"unusual formations prose skirmishers and disruption","type":"rule","body":"Enemy units do not become Disrupted when engaged in their flank or rear by a unit that is in Skirmish formation. Disrupted Units Skirmish Formation"},"3560":{"id":"unusual-formations/prose/skirmishers-and-panic","path":"unusual-formations/prose/skirmishers-and-panic","title":"Skirmishers & Panic","pathText":"unusual formations prose skirmishers and panic","type":"rule","body":"Skirmishers cause panic in friendly units as normal should they be annihilated or Break and flee. Skirmishers cause panic in friendly Skirmishers if they flee through them as normal. However, Skirmishers do not cause panic in formed friendly units of any type (be they Close Order, Open Order and so on) that they themselves flee through. Panic Tests Close Order Formation Open Order Formation"},"3561":{"id":"unusual-formations/prose/skirmishers-and-rank-bonus","path":"unusual-formations/prose/skirmishers-and-rank-bonus","title":"Skirmishers & Rank Bonus","pathText":"unusual formations prose skirmishers and rank bonus","type":"rule","body":"Despite forming up when engaged in combat, a unit that is in Skirmish formation when it becomes engaged in combat cannot claim a Rank Bonus."},"3562":{"id":"unusual-formations/prose/skirmishers-and-shooting","path":"unusual-formations/prose/skirmishers-and-shooting","title":"Skirmishers & Shooting","pathText":"unusual formations prose skirmishers and shooting","type":"rule","body":"As mentioned previously, Skirmishers can shoot in any direction. However, individual models within a unit of Skirmishers do still block line of sight as normal, which includes the line of sight of other models within the same unit."},"3563":{"id":"unusual-formations/prose/skirmishers-as-reinforcements","path":"unusual-formations/prose/skirmishers-as-reinforcements","title":"Skirmishers as Reinforcements","pathText":"unusual formations prose skirmishers as reinforcements","type":"rule","body":"If a unit of Skirmishers enters the battle as reinforcements, it is placed so that each model is within 1\" of the battlefield edge."},"3564":{"id":"unusual-formations/prose/skirmishers-charging-skirmishers","path":"unusual-formations/prose/skirmishers-charging-skirmishers","title":"Skirmishers Charging Skirmishers","pathText":"unusual formations prose skirmishers charging skirmishers","type":"rule","body":"When a unit of Skirmishers charges another unit of Skirmishers, each model is moved individually, starting with the model closest to the charge target (which must move by the shortest route possible to reach the charge target). Once the first model's move is complete, as shown in Fig 187.1, the remaining models in the charging unit are moved as directly as possible towards the charge target in order to form a fighting rank with the first model that moved, as shown in Fig 187.2, making sure that this model is as close to the centre of this rank as possible. Any models that do not have sufficient movement to form part of the fighting rank must form up behind it. Once the charging unit has completed its charge move, models in the target unit form up against the charging unit's fighting rank, as shown in Fig 187.3. However, no model in the charged unit can move further than its Movement characteristic. Any Skirmishers that cannot make base contact must instead form up behind the fighting rank."},"3565":{"id":"unusual-formations/prose/skirmishers-in-combat","path":"unusual-formations/prose/skirmishers-in-combat","title":"Skirmishers in Combat","pathText":"unusual formations prose skirmishers in combat","type":"rule","body":"When engaged in combat, Skirmishers do not remain in their usual, dispersed formation. Instead, they will 'form up' into base contact with one another, edge-to-edge and front corner to front corner, against the enemy in order to create a fighting rank. Skirmishers that charge the enemy, or that are themselves charged by the enemy, must always form up in this way once contact is made. Any Skirmishers that cannot make base contact with the enemy cannot form part of the fighting rank and must instead form up into ranks behind the fighting rank. Skirmishers will maintain this close formation until the combat is over (i.e., until they are not engaged with any enemy at the end of a Combat phase), at which point the models must separate, moving the smallest amount possible to once again adopt Skirmish formation."},"3566":{"id":"unusual-formations/prose/unit-shape-open-order","path":"unusual-formations/prose/unit-shape-open-order","title":"Unit Shape (Open Order)","pathText":"unusual formations prose unit shape open order","type":"rule","body":"As with units in Close Order formation, the shape of a unit in Open Order is also important as such units gain bonuses in certain situations. Based upon this, such units can be said to be in Combat Order or in Marching Column. Close Order Combat Order (Open Order) Marching Column"},"3567":{"id":"vampire-counts/armylist/legacy","path":"vampire-counts/armylist/legacy","title":"Vampire Counts Legacy Army List","pathText":"vampire counts armylist legacy","type":"rule","body":"This section details the Grand Army composition list for the Vampire Counts. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 1+ Wizard 0-1 Vampire Count, Master Necromancer or Strigoi Ghoul King per 1,000 points 0-1 Wight King or Tomb Banshee per 1,000 points Vampire Thralls, Necromantic Acolytes, Wight Lords and Cairn Wraiths Core At least 25% of your army's points value must be spent on: Skeleton Warriors, Zombies, Crypt Ghouls, Bat Swarms and Dire Wolves If your army includes one or more Wights, 0-1 unit of Grave Guard or Black Knights may be taken as a Core choices Special Up to 50% of your army's points value may be spent on: 0-1 unit of Grave Guard or Black Knights per 1,000 points 0-1 unit of Crypt Horrors or Fell Bats per 1,000 points 0-3 Corpse Carts 0-1 unit of Spirit Hosts per Cairn Wraith or Tomb Banshee taken If your General is a Strigoi Ghoul King, 0-1 unit of Vargheists or 0-1 Terrorgheist may be taken as a Special choice Rare Up to 25% of your army's points value may be spent on: 0-1 unit of Vargheists per 1,000 points 0-2 Black Coaches 0-1 Terrorgheist or Varghulf per 1,000 points 0-1 unit of Blood Knights per 1,000 points 0-1 unit of Hexwraiths per Cairn Wraith or Tomb Banshee taken Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Tomb Kings of Khemri Battle Standard Bearer A single Vampire Thrall or Wight Lord in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Vampire Count Master Necromancer Strigoi Ghoul King Wight King Tomb Banshee Vampire Thrall Necromantic Acolyte Wight Lord Cairn Wraith Skeleton Warriors (Vampire Counts) Zombies Crypt Ghouls Bat Swarms Dire Wolves Grave Guard Black Knights Grave Guard Black Knights Crypt Horrors Fell Bats Corpse Cart Spirit Hosts Cairn Wraith Tomb Banshee Strigoi Ghoul King Vargheists Terrorgheist Vargheists Black Coach Terrorgheist Blood Knights Hexwraiths Cairn Wraith Tomb Banshee Creating an Allied Contingent Tomb Kings of Khemri The Battle Standard"},"3568":{"id":"vampire-counts/armylist/renegade-draft-1.5.3.1","path":"vampire-counts/armylist/renegade-draft-1.5.3.1","title":"Vampire Counts Renegade Army List","pathText":"vampire counts armylist renegade draft 1.5.3.1","type":"rule","body":"Characters Up to 50% of your army’s points value may be spent on: 1+ Wizard 0-1 Vampire Lord, Master Necromancer or Strigoi Ghoul King per 1,000 points 0-1 Wight King or Banshee per 1,000 points Vampire Thralls, Necromantic Acolytes, Wight Lords and Cairn Wraiths Core At least 25% of your army’s points value must be spent on: Skeleton Warriors, Zombies, Crypt Ghouls, Bat Swarms and Dire Wolves 0-3 Corpse Carts 0-1 unit of Grave Guard or Black Knights may be taken as a Core choice Special Up to 50% of your army’s points value may be spent on: Grave Guard, Black Knights, Crypt Horrors, Fell bats 0-1 Varghulf per 1,000 points 0-1 unit of Spirit Hosts per Cairn Wraith or Tomb Banshee taken If your General is a Vampire Lord 0-1 Blood Knights may be taken as a Special choice. If your General is a Strigoi Ghoul King, 0-1 unit of Vargheists or 0-1 Terrorgheist may be taken as a Special choice Rare Up to 25% of your army’s points value may be spent on: Vargheists, Terrorgheist, Blood Knights 0-1 Black Coaches per 1,000 points 0-1 unit of Hexwraiths per Cairn Wraith or Tomb Banshee taken Mercenaries Up to 20% of your army’s points value may be spent on the following units taken as mercenaries: Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook. Free Company Militia and Empire Archers (see the Empire of Man army list on page 59 of Forces of Fantasy) Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.* Allies Up to 25% of your army’s points value may be spent on a single allied contingent drawn from one of the following Grand Army composition lists: Vampire Count Allies In addition to the Allies listed in Ravening Hordes, armies made using the Tomb Kings of Khemri Grand Army composition may include an Allied contingent drawn from the Vampire Counts Legacy Army composition. Tomb Kings of Khemri Battle Standard Bearer A single Vampire Thrall or Wight Lord in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit."},"3569":{"id":"vampire-counts/faction","path":"vampire-counts/faction","title":"Vampire Counts","pathText":"vampire counts faction","type":"army","body":"Rules Special Rules Banner of the Count The Death of a General Invocation of Nehek The Hunger Wight Banner Implacable Defence Bound Spirits Accursed Weapons Martial Pride Slavering Charge Spectral Reapers Ghoulish Glamour Scrying Pool Accursed Reliquary Blasphemous Tome Balefire Brazier Warped Tintinnabulation Cleaving Blow Spectral Coach Carrion Feeders Infested Bestial Fury Indomitable (X) Dark Vitality Necromantic Undead The Newly Dead Resurrecting the Fallen Wailing Dirge Weapons of War Spectral Scythe (Cairn Wraith) Filth-Encrusted Claws Spectral Scythe (Black Coach) Pestilential Breath Wicked Claws Filth-Encrusted Talons Rancid Maw Poisonous Tail Warhammer Armies Vampire Counts Legacy Army List The Lores of Magic Lore of Undeath Magic Items (and Abilities) Vampiric Powers Vampire Counts Magic Items Units Character Cairn Wraith Master Necromancer Necromantic Acolyte Strigoi Ghoul King Tomb Banshee Vampire Count Vampire Thrall Wight King Wight Lord Mount Nightmare Skeletal Steed (Vampire Counts) Terrorgheist (Mount) Infantry Bat Swarms Crypt Ghouls Crypt Horrors Fell Bats Grave Guard Skeleton Warriors (Vampire Counts) Spirit Hosts Vargheists Zombies Cavalry Black Knights Blood Knights Dire Wolves Hexwraiths Chariot Black Coach Corpse Cart Coven Throne Mortis Engine Monster Abyssal Terror Terrorgheist Varghulf Zombie Dragon Banner of the Count The Death of a General Invocation of Nehek The Hunger Wight Banner Implacable Defence Bound Spirits Accursed Weapons Martial Pride Slavering Charge Spectral Reapers Ghoulish Glamour Scrying Pool Accursed Reliquary Blasphemous Tome Balefire Brazier Warped Tintinnabulation Cleaving Blow Spectral Coach Carrion Feeders Infested Bestial Fury Indomitable (X) Dark Vitality Necromantic Undead The Newly Dead Resurrecting the Fallen Wailing Dirge Spectral Scythe (Cairn Wraith) Filth-Encrusted Claws Spectral Scythe (Black Coach) Pestilential Breath Wicked Claws Filth-Encrusted Talons Rancid Maw Poisonous Tail Vampire Counts Legacy Army List Lore of Undeath Vampiric Powers Vampire Counts Magic Items Cairn Wraith Master Necromancer Necromantic Acolyte Strigoi Ghoul King Tomb Banshee Vampire Count Vampire Thrall Wight King Wight Lord Nightmare Skeletal Steed (Vampire Counts) Terrorgheist (Mount) Bat Swarms Crypt Ghouls Crypt Horrors Fell Bats Grave Guard Skeleton Warriors (Vampire Counts) Spirit Hosts Vargheists Zombies Black Knights Blood Knights Dire Wolves Hexwraiths Black Coach Corpse Cart Coven Throne Mortis Engine Abyssal Terror Terrorgheist Varghulf Zombie Dragon"},"3570":{"id":"vampire-counts/magic-item-list/vampire-counts-magic-items","path":"vampire-counts/magic-item-list/vampire-counts-magic-items","title":"Vampire Counts Magic Items","pathText":"vampire counts magic item list vampire counts magic items","type":"rule","body":"These magic items are unique to Vampire Counts armies. These can be purchased by models within a Vampire Counts army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Vampire Counts Magic Items Banner of the Barrows Blood Drinker Cloak of Mist & Shadows Crown of the Damned Drakenhof Banner Dreadlance Frostblade Hand of Dust Helm of Commandment Sceptre of De Noirot Skull Staff Spell Familiar* Standard of Hellish Vigour Sword of Kings The Accursed Armour The Flayed Hauberk The Screaming Banner Von Carstein Ring Banner of the Barrows Blood Drinker Cloak of Mist & Shadows Crown of the Damned Drakenhof Banner Dreadlance Frostblade Hand of Dust Helm of Commandment Sceptre of De Noirot Skull Staff Spell Familiar* Standard of Hellish Vigour Sword of Kings The Accursed Armour The Flayed Hauberk The Screaming Banner Von Carstein Ring"},"3571":{"id":"vampire-counts/magic-item-list/vampire-counts-renegade-draft-1.5.3.1","path":"vampire-counts/magic-item-list/vampire-counts-renegade-draft-1.5.3.1","title":"Vampire Counts Renegade Magic Items","pathText":"vampire counts magic item list vampire counts renegade draft 1.5.3.1","type":"rule","body":"Frostblade Sword Of Kings Blood Drinker Dreadlance The Flayed Hauberk The Accursed Armour Von Carstein Ring Crown Of The Damned Drakenhof Banner Banner Of The Barrows Standard Of Hellish Vigour The Screaming Banner Helm Of Commandment Hand Of Dust Cloak Of Mist & Shadows Skull Staff Sceptre De Noirot Spell Familiar* Frostblade Sword Of Kings Blood Drinker Dreadlance The Flayed Hauberk The Accursed Armour Von Carstein Ring Crown Of The Damned Drakenhof Banner Banner Of The Barrows Standard Of Hellish Vigour The Screaming Banner Helm Of Commandment Hand Of Dust Cloak Of Mist & Shadows Skull Staff Sceptre De Noirot Spell Familiar*"},"3572":{"id":"vampire-counts/magic-item-list/vampiric-powers","path":"vampire-counts/magic-item-list/vampiric-powers","title":"Vampiric Powers","pathText":"vampire counts magic item list vampiric powers","type":"rule","body":"Though they share the curse of undeath, Vampires are unique creatures with myriad abilities and traits. Some dedicate their existence to mastering warfare, whilst others delve into arcane lore, create nations of Undead through political manipulation, or willingly succumb to their bestial nature. To represent their varying attributes, some models may be given Vampiric Powers. A Vampiric Power does not affect a model’s mount (should it have one). Each Vampiric Power may only be chosen once per army. Vampiric Powers Beguile Curse of the Revenant Dark Acolyte Flying Horror Lord of the Night Master of the Black Arts Supernatural Horror Beguile Curse of the Revenant Dark Acolyte Flying Horror Lord of the Night Master of the Black Arts Supernatural Horror"},"3573":{"id":"vampire-counts/magic-item-list/vampiric-powers-renegade-draft-1.5.3.1","path":"vampire-counts/magic-item-list/vampiric-powers-renegade-draft-1.5.3.1","title":"Vampiric Powers","pathText":"vampire counts magic item list vampiric powers renegade draft 1.5.3.1","type":"rule","body":"Red Fury Curse Of The Revenant Honour or Death Flying Horror Master Of The Black Arts Dark Acolyte Quickblood Infinite Hatred Beguile Supernatural Horror Lord Of The Night Red Fury Curse Of The Revenant Honour or Death Flying Horror Master Of The Black Arts Dark Acolyte Quickblood Infinite Hatred Beguile Supernatural Horror Lord Of The Night"},"3574":{"id":"vampire-counts/magic-item/banner-of-the-barrows","path":"vampire-counts/magic-item/banner-of-the-barrows","title":"Banner of the Barrows","pathText":"vampire counts magic item banner of the barrows","type":"magic-item","body":"Woven from the wind and the cold, the chill of this banner touches the hearts of those who stand before it. Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target's Weapon Skill. The Battle Standard The Combat Phase"},"3575":{"id":"vampire-counts/magic-item/banner-of-the-barrows-draft-1.5.3.1","path":"vampire-counts/magic-item/banner-of-the-barrows-draft-1.5.3.1","title":"Banner Of The Barrows","pathText":"vampire counts magic item banner of the barrows draft 1.5.3.1","type":"magic-item","body":"Cannot be taken by a unit with the Dark Vitality special rule. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target’s Weapon Skill."},"3576":{"id":"vampire-counts/magic-item/beguile","path":"vampire-counts/magic-item/beguile","title":"Beguile","pathText":"vampire counts magic item beguile","type":"magic-item","body":"The Vampire has an entrancing gaze that mesmerises their foes, rendering them all but incapable of causing the Vampire harm. Enemy units must make a Leadership test before making any rolls To Hit against this Vampire during the Combat phase. If this test is failed, only rolls of a natural 6 will hit. Leadership Tests The Combat Phase"},"3577":{"id":"vampire-counts/magic-item/beguile-draft-1.5.3.1","path":"vampire-counts/magic-item/beguile-draft-1.5.3.1","title":"Beguile","pathText":"vampire counts magic item beguile draft 1.5.3.1","type":"magic-item","body":"Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit."},"3578":{"id":"vampire-counts/magic-item/blood-drinker","path":"vampire-counts/magic-item/blood-drinker","title":"Blood Drinker","pathText":"vampire counts magic item blood drinker","type":"magic-item","body":"This long, slender blade greedily drinks the blood of its victims, their life force revitalising its master. Blood Drinker Magical Attacks Notes: If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound. Magical Attacks The Combat Phase"},"3579":{"id":"vampire-counts/magic-item/blood-drinker-draft-1.5.3.1","path":"vampire-counts/magic-item/blood-drinker-draft-1.5.3.1","title":"Blood Drinker","pathText":"vampire counts magic item blood drinker draft 1.5.3.1","type":"magic-item","body":"Blood Drinker Magical Attacks If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound. Magical Attacks"},"3580":{"id":"vampire-counts/magic-item/cloak-of-mist-and-shadows","path":"vampire-counts/magic-item/cloak-of-mist-and-shadows","title":"Cloak of Mist & Shadows","pathText":"vampire counts magic item cloak of mist and shadows","type":"magic-item","body":"This cloak frees the wearer from the bonds of their physical form, allowing them to move through solid matter like a ghost. Necromancers whose troop type is infantry only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule. Infantry Ethereal"},"3581":{"id":"vampire-counts/magic-item/cloak-of-mist-shadows-draft-1.5.3.1","path":"vampire-counts/magic-item/cloak-of-mist-shadows-draft-1.5.3.1","title":"Cloak Of Mist & Shadows","pathText":"vampire counts magic item cloak of mist shadows draft 1.5.3.1","type":"magic-item","body":"Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule."},"3582":{"id":"vampire-counts/magic-item/crown-of-the-damned","path":"vampire-counts/magic-item/crown-of-the-damned","title":"Crown of the Damned","pathText":"vampire counts magic item crown of the damned","type":"magic-item","body":"The wearer of the Crown of the Damned draws revitalising energies from the spirits imprisoned within it, but at times their eternal wailing can become overpowering. The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule. Ward Saves Stupidity"},"3583":{"id":"vampire-counts/magic-item/crown-of-the-damned-draft-1.5.3.1","path":"vampire-counts/magic-item/crown-of-the-damned-draft-1.5.3.1","title":"Crown Of The Damned","pathText":"vampire counts magic item crown of the damned draft 1.5.3.1","type":"magic-item","body":"The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule."},"3584":{"id":"vampire-counts/magic-item/curse-of-the-revenant","path":"vampire-counts/magic-item/curse-of-the-revenant","title":"Curse of the Revenant","pathText":"vampire counts magic item curse of the revenant","type":"magic-item","body":"Through magic, bloodletting or sheer force of will, the strength of this Vampire to survive the centuries is beyond compare. This Vampire has a +1 modifier to its Wounds characteristic."},"3585":{"id":"vampire-counts/magic-item/curse-of-the-revenant-draft-1.5.3.1","path":"vampire-counts/magic-item/curse-of-the-revenant-draft-1.5.3.1","title":"Curse Of The Revenant","pathText":"vampire counts magic item curse of the revenant draft 1.5.3.1","type":"magic-item","body":"This Vampire has a +1 modifier to its Wounds characteristic."},"3586":{"id":"vampire-counts/magic-item/dark-acolyte","path":"vampire-counts/magic-item/dark-acolyte","title":"Dark Acolyte","pathText":"vampire counts magic item dark acolyte","type":"magic-item","body":"Some Vampires have an affinity for necromantic magic beyond that of their peers, which only increases with age and practice. This Vampire gains the Invocation of Nehek special rule. For the purposes of using this special rule, this model counts as a Level 1 Wizard. Invocation of Nehek"},"3587":{"id":"vampire-counts/magic-item/dark-acolyte-draft-1.5.3.1","path":"vampire-counts/magic-item/dark-acolyte-draft-1.5.3.1","title":"Dark Acolyte","pathText":"vampire counts magic item dark acolyte draft 1.5.3.1","type":"magic-item","body":"This Vampire gains the Invocation of Nehek special rule (as described on page 5)."},"3588":{"id":"vampire-counts/magic-item/drakenhof-banner","path":"vampire-counts/magic-item/drakenhof-banner","title":"Drakenhof Banner","pathText":"vampire counts magic item drakenhof banner","type":"magic-item","body":"The infamous Count Vlad von Carstein had thrall Necromancers enchant his household standard to sustain his bodyguard. If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1. Regeneration (X+)"},"3589":{"id":"vampire-counts/magic-item/drakenhof-banner-draft-1.5.3.1","path":"vampire-counts/magic-item/drakenhof-banner-draft-1.5.3.1","title":"Drakenhof Banner","pathText":"vampire counts magic item drakenhof banner draft 1.5.3.1","type":"magic-item","body":"If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1."},"3590":{"id":"vampire-counts/magic-item/dreadlance","path":"vampire-counts/magic-item/dreadlance","title":"Dreadlance","pathText":"vampire counts magic item dreadlance","type":"magic-item","body":"Once wielded by an infamous Vampire knight, this lance is uncannily accurate, said to find its target even in the dark of night. Dreadlance Armour Bane (1) Magical Attacks Notes: Models whose troop type is cavalry or monster only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it. Armour Bane (X) Magical Attacks Cavalry Monsters"},"3591":{"id":"vampire-counts/magic-item/dreadlance-draft-1.5.3.1","path":"vampire-counts/magic-item/dreadlance-draft-1.5.3.1","title":"Dreadlance","pathText":"vampire counts magic item dreadlance draft 1.5.3.1","type":"magic-item","body":"Dreadlance Armour Bane (1) Magical Attacks Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it. Armour Bane (X) Magical Attacks"},"3592":{"id":"vampire-counts/magic-item/flying-horror","path":"vampire-counts/magic-item/flying-horror","title":"Flying Horror","pathText":"vampire counts magic item flying horror","type":"magic-item","body":"The Vampire is able to take to the skies with great, membranous wings, or perhaps can even metamorphose into a monstrous bat. Models whose troop type is infantry only. This Vampire gains the Fly (10) rule, but cannot join a unit. Infantry Fly (X)"},"3593":{"id":"vampire-counts/magic-item/flying-horror-draft-1.5.3.1","path":"vampire-counts/magic-item/flying-horror-draft-1.5.3.1","title":"Flying Horror","pathText":"vampire counts magic item flying horror draft 1.5.3.1","type":"magic-item","body":"Models whose troop type is ‘infantry’ only. This Vampire gains the Fly (10) rule, but cannot join a unit."},"3594":{"id":"vampire-counts/magic-item/frostblade","path":"vampire-counts/magic-item/frostblade","title":"Frostblade","pathText":"vampire counts magic item frostblade","type":"magic-item","body":"This blade of blue ice-steel is bound with such deadly spells that its merest touch will suck the soul from its victim's body. Frostblade Killing Blow Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game. Killing Blow Magical Attacks Strike Last"},"3595":{"id":"vampire-counts/magic-item/frostblade-draft-1.5.3.1","path":"vampire-counts/magic-item/frostblade-draft-1.5.3.1","title":"Frostblade","pathText":"vampire counts magic item frostblade draft 1.5.3.1","type":"magic-item","body":"Frostblade Killing Blow Magical Attacks Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game. Killing Blow Magical Attacks"},"3596":{"id":"vampire-counts/magic-item/hand-of-dust","path":"vampire-counts/magic-item/hand-of-dust","title":"Hand of Dust","pathText":"vampire counts magic item hand of dust","type":"magic-item","body":"The severed hand of the Great Necromancer himself, the mere proximity of this withered appendage can drain all life and vitality from mortals, leaving them as desiccated husks. Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again: Type Assailment Casting Value 9+ Range Combat The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1. Bound Spells Assailment Armour Piercing"},"3597":{"id":"vampire-counts/magic-item/hand-of-dust-draft-1.5.3.1","path":"vampire-counts/magic-item/hand-of-dust-draft-1.5.3.1","title":"Hand Of Dust","pathText":"vampire counts magic item hand of dust draft 1.5.3.1","type":"magic-item","body":"Necromancers and Wights only. This model can cast the following Bound spell, with a Power Level of 1. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again: Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1."},"3598":{"id":"vampire-counts/magic-item/helm-of-commandment","path":"vampire-counts/magic-item/helm-of-commandment","title":"Helm of Commandment","pathText":"vampire counts magic item helm of commandment","type":"magic-item","body":"This ancient and corroded helmet can be used to infuse Undead servants with the wearer's sentience, making them formidable fighters. Necromancers and Wights only. During the Command sub-phase of their turn, this character may attempt to enhance the sentience of those around them by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10). Command Leadership Tests Start of Turn"},"3599":{"id":"vampire-counts/magic-item/helm-of-commandment-draft-1.5.3.1","path":"vampire-counts/magic-item/helm-of-commandment-draft-1.5.3.1","title":"Helm Of Commandment","pathText":"vampire counts magic item helm of commandment draft 1.5.3.1","type":"magic-item","body":"Necromancers and Wights only. During the Command sub-phase of their turn, this character may attempt to enhance the sentience of those around them by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10)."},"3600":{"id":"vampire-counts/magic-item/honour-or-death-draft-1.5.3.1","path":"vampire-counts/magic-item/honour-or-death-draft-1.5.3.1","title":"Honour or Death","pathText":"vampire counts magic item honour or death draft 1.5.3.1","type":"magic-item","body":"Any enemy model that wishes to issue a challenge whilst engaged in the same combat as a model with this Vampiric Power must first make a Leadership test (using their own Leadership.) Apply a +1 modifier to the dice roll for each point of difference between its Weapon Skill characteristic and that of the model with this Vampiric Power (to a maximum of +2). If the test is passed, the challenge is issued as normal. If the test is failed, the challenge is not issued and the enemy model must Retire, following the rules for refusing a challenge. In addition, challenges issued by a model with this Vampiric Power cannot be refused."},"3601":{"id":"vampire-counts/magic-item/infinite-hatred-draft-1.5.3.1","path":"vampire-counts/magic-item/infinite-hatred-draft-1.5.3.1","title":"Infinite Hatred","pathText":"vampire counts magic item infinite hatred draft 1.5.3.1","type":"magic-item","body":"This Vampire gains the Hatred (all enemies) special rule."},"3602":{"id":"vampire-counts/magic-item/lord-of-the-night","path":"vampire-counts/magic-item/lord-of-the-night","title":"Lord of the Night","pathText":"vampire counts magic item lord of the night","type":"magic-item","body":"The Vampire howls into the cold night, their cry answered by the baying of countless dark creatures. During the Command sub-phase of their turn, this Vampire may attempt to resurrect fallen creatures of the night by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit of Fell Bats, Bat Swarms or Dire Wolves that is within 12\" of this model recovers D6 lost Wounds. Command Leadership Tests"},"3603":{"id":"vampire-counts/magic-item/lord-of-the-night-draft-1.5.3.1","path":"vampire-counts/magic-item/lord-of-the-night-draft-1.5.3.1","title":"Lord Of The Night","pathText":"vampire counts magic item lord of the night draft 1.5.3.1","type":"magic-item","body":"During the Command sub-phase of their turn, this Vampire may attempt to resurrect fallen creatures of the night by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit of Fell Bats, Bat Swarms or Dire Wolves that is within 12\" of this model recovers D6 lost Wounds."},"3604":{"id":"vampire-counts/magic-item/master-of-the-black-arts","path":"vampire-counts/magic-item/master-of-the-black-arts","title":"Master of the Black Arts","pathText":"vampire counts magic item master of the black arts","type":"magic-item","body":"The Winds of Magic bend easily to the will of this Vampire, so matchless is their magical prowess. This Vampiric Power may only be taken by a Vampire Count that is a Level 2 Wizard, or by a Vampire Thrall that is a Level 1 Wizard. This Vampire increases their Level of Wizardry by 1. Levels of Wizardry"},"3605":{"id":"vampire-counts/magic-item/master-of-the-black-arts-draft-1.5.3.1","path":"vampire-counts/magic-item/master-of-the-black-arts-draft-1.5.3.1","title":"Master Of The Black Arts","pathText":"vampire counts magic item master of the black arts draft 1.5.3.1","type":"magic-item","body":"This Vampiric Power may only be taken by a Vampire Lord that is a Level 3 Wizard, This Vampire increases their Level of Wizardry by 1."},"3606":{"id":"vampire-counts/magic-item/quickblood-draft-1.5.3.1","path":"vampire-counts/magic-item/quickblood-draft-1.5.3.1","title":"Quickblood","pathText":"vampire counts magic item quickblood draft 1.5.3.1","type":"magic-item","body":"This Vampire gains the Strike First special rule."},"3607":{"id":"vampire-counts/magic-item/red-fury-draft-1.5.3.1","path":"vampire-counts/magic-item/red-fury-draft-1.5.3.1","title":"Red Fury","pathText":"vampire counts magic item red fury draft 1.5.3.1","type":"magic-item","body":"Level 1 Wizard Vampires only. During the Combat phase, for each unsaved wound caused by this model's Attacks, it immediately makes one additional Attack. These additional Attacks cannot generate further Attacks."},"3608":{"id":"vampire-counts/magic-item/sceptre-de-noirot-draft-1.5.3.1","path":"vampire-counts/magic-item/sceptre-de-noirot-draft-1.5.3.1","title":"Sceptre De Noirot","pathText":"vampire counts magic item sceptre de noirot draft 1.5.3.1","type":"magic-item","body":"Master Necromancer Only. When the wielder of the Sceptre De Noirot uses the Invocation of Nehek special rule on a friendly unit whose troop type is infantry or cavalry, roll an additional D3 when determining how many wounds are recovered."},"3609":{"id":"vampire-counts/magic-item/sceptre-of-de-noirot","path":"vampire-counts/magic-item/sceptre-of-de-noirot","title":"Sceptre of De Noirot","pathText":"vampire counts magic item sceptre of de noirot","type":"magic-item","body":"The Necromancer de Noirot suffered a terrible demise when he invoked the power of this sceptre and raised more of the Undead than he could control. The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound. Resurrecting the Fallen Invocation of Nehek Command"},"3610":{"id":"vampire-counts/magic-item/skull-staff","path":"vampire-counts/magic-item/skull-staff","title":"Skull Staff","pathText":"vampire counts magic item skull staff","type":"magic-item","body":"The Skull Staff constantly whispers to its bearer, revealing the secrets of their foes and predicting the ebb and flow of the Winds of Magic. The bearer of the Skull Staff increases their Dispel range by 3\" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Wizardly Dispel Dispel Roll & Dispel Result"},"3611":{"id":"vampire-counts/magic-item/skull-staff-draft-1.5.3.1","path":"vampire-counts/magic-item/skull-staff-draft-1.5.3.1","title":"Skull Staff","pathText":"vampire counts magic item skull staff draft 1.5.3.1","type":"magic-item","body":"The bearer of the Skull Staff increases their Dispel range by 3\" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1."},"3612":{"id":"vampire-counts/magic-item/spell-familiar-draft-1.5.3.1","path":"vampire-counts/magic-item/spell-familiar-draft-1.5.3.1","title":"Spell Familiar*","pathText":"vampire counts magic item spell familiar draft 1.5.3.1","type":"magic-item","body":"0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard’s Level."},"3613":{"id":"vampire-counts/magic-item/standard-of-hellish-vigour","path":"vampire-counts/magic-item/standard-of-hellish-vigour","title":"Standard of Hellish Vigour","pathText":"vampire counts magic item standard of hellish vigour","type":"magic-item","body":"The restless essence of the Vampire whose flesh was flayed to craft this banner invigorates the Undead nearby. A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule. Reserve Move"},"3614":{"id":"vampire-counts/magic-item/standard-of-hellish-vigour-draft-1.5.3.1","path":"vampire-counts/magic-item/standard-of-hellish-vigour-draft-1.5.3.1","title":"Standard Of Hellish Vigour","pathText":"vampire counts magic item standard of hellish vigour draft 1.5.3.1","type":"magic-item","body":"A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule."},"3615":{"id":"vampire-counts/magic-item/supernatural-horror","path":"vampire-counts/magic-item/supernatural-horror","title":"Supernatural Horror","pathText":"vampire counts magic item supernatural horror","type":"magic-item","body":"This Vampire is hideous to look upon, having long since forsaken the trappings of nobility and beauty and embraced the beast within. This Vampire gains the Terror special rule. Terror"},"3616":{"id":"vampire-counts/magic-item/supernatural-horror-draft-1.5.3.1","path":"vampire-counts/magic-item/supernatural-horror-draft-1.5.3.1","title":"Supernatural Horror","pathText":"vampire counts magic item supernatural horror draft 1.5.3.1","type":"magic-item","body":"This Vampire gains the Terror special rule."},"3617":{"id":"vampire-counts/magic-item/sword-of-kings","path":"vampire-counts/magic-item/sword-of-kings","title":"Sword of Kings","pathText":"vampire counts magic item sword of kings","type":"magic-item","body":"This accursed blade of ancient and ageless design thirsts constantly for the souls of its wielder's enemies. Sword of Kings Killing Blow Magical Attacks Notes: The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6. Killing Blow Magical Attacks Killing Blow"},"3618":{"id":"vampire-counts/magic-item/sword-of-kings-draft-1.5.3.1","path":"vampire-counts/magic-item/sword-of-kings-draft-1.5.3.1","title":"Sword Of Kings","pathText":"vampire counts magic item sword of kings draft 1.5.3.1","type":"magic-item","body":"Sword Of Kings Killing Blow Magical Attacks The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6. Killing Blow Magical Attacks"},"3619":{"id":"vampire-counts/magic-item/the-accursed-armour","path":"vampire-counts/magic-item/the-accursed-armour","title":"The Accursed Armour","pathText":"vampire counts magic item the accursed armour","type":"magic-item","body":"Some strange flaw renders the wearer of this armour resilient beyond measure, yet robs them of dexterity. Models whose troop type is infantry or cavalry only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics (to a minimum of 1). Infantry Cavalry Full Plate Armour"},"3620":{"id":"vampire-counts/magic-item/the-accursed-armour-draft-1.5.3.1","path":"vampire-counts/magic-item/the-accursed-armour-draft-1.5.3.1","title":"The Accursed Armour","pathText":"vampire counts magic item the accursed armour draft 1.5.3.1","type":"magic-item","body":"Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics (to a minimum of 1)."},"3621":{"id":"vampire-counts/magic-item/the-flayed-hauberk","path":"vampire-counts/magic-item/the-flayed-hauberk","title":"The Flayed Hauberk","pathText":"vampire counts magic item the flayed hauberk","type":"magic-item","body":"Stitched from the flesh of countless victims, the wearer of the Flayed Hauberk is enshrouded and protected by the souls of the damned. The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered. Heavy Armour Ward Saves"},"3622":{"id":"vampire-counts/magic-item/the-flayed-hauberk-draft-1.5.3.1","path":"vampire-counts/magic-item/the-flayed-hauberk-draft-1.5.3.1","title":"The Flayed Hauberk","pathText":"vampire counts magic item the flayed hauberk draft 1.5.3.1","type":"magic-item","body":"The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered."},"3623":{"id":"vampire-counts/magic-item/the-screaming-banner","path":"vampire-counts/magic-item/the-screaming-banner","title":"The Screaming Banner","pathText":"vampire counts magic item the screaming banner","type":"magic-item","body":"Even the bravest warriors tremble in the presence of a haunted banner that wails a constant dirge. When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result. Fear"},"3624":{"id":"vampire-counts/magic-item/the-screaming-banner-draft-1.5.3.1","path":"vampire-counts/magic-item/the-screaming-banner-draft-1.5.3.1","title":"The Screaming Banner","pathText":"vampire counts magic item the screaming banner draft 1.5.3.1","type":"magic-item","body":"When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result."},"3625":{"id":"vampire-counts/magic-item/von-carstein-ring","path":"vampire-counts/magic-item/von-carstein-ring","title":"Von Carstein Ring","pathText":"vampire counts magic item von carstein ring","type":"magic-item","body":"An ancient heirloom of the lords of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill. Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost."},"3626":{"id":"vampire-counts/magic-item/von-carstein-ring-draft-1.5.3.1","path":"vampire-counts/magic-item/von-carstein-ring-draft-1.5.3.1","title":"Von Carstein Ring","pathText":"vampire counts magic item von carstein ring draft 1.5.3.1","type":"magic-item","body":"Vampires only. The bearer of this item has a 5+ Ward save against all wounds suffered. In addition, if the bearer loses their final Wound and is removed from play as a casualty, roll a D6. On a roll of 2+, the model is immediately returned to play. Place the model back in the exact position it occupied prior to being removed, with 1 Wound remaining. Once this resurrection ability has been used, the Von Carstein Ring is destroyed and its effects are lost for the remainder of the game."},"3627":{"id":"vampire-counts/magic-lore/lore-of-undeath","path":"vampire-counts/magic-lore/lore-of-undeath","title":"Lore of Undeath","pathText":"vampire counts magic lore lore of undeath","type":"magic-lore","body":"Lore of Undeath Hellish Vigour Signature Spell Raise Dead Signature Spell Vanhal's Danse Macabre Signature Spell Hellish Vigour Raise Dead Vanhal's Danse Macabre"},"3628":{"id":"vampire-counts/magic-lore/lore-of-undeath-draft-1.5.3.1","path":"vampire-counts/magic-lore/lore-of-undeath-draft-1.5.3.1","title":"Lore of Undeath","pathText":"vampire counts magic lore lore of undeath draft 1.5.3.1","type":"magic-lore","body":"Lore of Undeath A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below. Vanhal’s Danse Macabre Signature Spell Hellish Vigour Signature Spell Raise Dead Signature Spell Vanhal’s Danse Macabre Hellish Vigour Raise Dead"},"3629":{"id":"vampire-counts/rule/accursed-reliquary","path":"vampire-counts/rule/accursed-reliquary","title":"Accursed Reliquary","pathText":"vampire counts rule accursed reliquary","type":"rule","body":"Powerful necromantic magic clings to the unhallowed remains enshrined within the heart of a Mortis Engine, energising nearby Undead. Whilst within this model's Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics. Command Range Necromantic Undead"},"3630":{"id":"vampire-counts/rule/accursed-reliquary-draft-1.5.3.1","path":"vampire-counts/rule/accursed-reliquary-draft-1.5.3.1","title":"Accursed Reliquary","pathText":"vampire counts rule accursed reliquary draft 1.5.3.1","type":"rule","body":"Whilst within the Command range of one or more models with this special rule, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics."},"3631":{"id":"vampire-counts/rule/accursed-weapons","path":"vampire-counts/rule/accursed-weapons","title":"Accursed Weapons","pathText":"vampire counts rule accursed weapons","type":"rule","body":"The blades of the Blood Knights are fel weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts. A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Magical Attacks Armour Piercing"},"3632":{"id":"vampire-counts/rule/accursed-weapons-draft-1.5.3.1","path":"vampire-counts/rule/accursed-weapons-draft-1.5.3.1","title":"Accursed Weapons","pathText":"vampire counts rule accursed weapons draft 1.5.3.1","type":"rule","body":"A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1."},"3633":{"id":"vampire-counts/rule/balefire-brazier","path":"vampire-counts/rule/balefire-brazier","title":"Balefire Brazier","pathText":"vampire counts rule balefire brazier","type":"rule","body":"The acrid smoke of burning warpstone confounds rival Wizards. Enemy Wizards that are within 15\" of one or more models with this special rule when attempting to cast a spell must increase that spell's casting value by 1."},"3634":{"id":"vampire-counts/rule/balefire-brazier-draft-1.5.3.1","path":"vampire-counts/rule/balefire-brazier-draft-1.5.3.1","title":"Balefire Brazier","pathText":"vampire counts rule balefire brazier draft 1.5.3.1","type":"rule","body":"Enemy Wizards that are within 18\" of one or more models with this special rule when attempting to cast a spell must increase that spell’s casting value by 1."},"3635":{"id":"vampire-counts/rule/banner-of-the-count","path":"vampire-counts/rule/banner-of-the-count","title":"Banner of the Count","pathText":"vampire counts rule banner of the count","type":"rule","body":"The ensorcelled Battle Standards of the Vampire Counts magnify the invisible forces that give the Undead strength. A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the \"Hold your Ground\" rule given in the Warhammer: the Old World rulebook with the version given below: \"Hold Your Ground\" Friendly units within the Battle Standard Bearer's Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer's Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value. The Battle Standard \"Hold Your Ground\" Command Range Unstable Indomitable (X)"},"3636":{"id":"vampire-counts/rule/banner-of-the-count-draft-1.5.3.1","path":"vampire-counts/rule/banner-of-the-count-draft-1.5.3.1","title":"Banner Of The Count","pathText":"vampire counts rule banner of the count draft 1.5.3.1","type":"rule","body":"A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below: “Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value."},"3637":{"id":"vampire-counts/rule/bestial-fury","path":"vampire-counts/rule/bestial-fury","title":"Bestial Fury","pathText":"vampire counts rule bestial fury","type":"rule","body":"In battle, a Varghulf becomes a whirlwind of rage, turning to face the enemies that would surround it with supernatural speed. Enemy units cannot claim any bonus combat result points for being engaged with this model's flank or rear arc."},"3638":{"id":"vampire-counts/rule/bestial-fury-draft-1.5.3.1","path":"vampire-counts/rule/bestial-fury-draft-1.5.3.1","title":"Bestial Fury","pathText":"vampire counts rule bestial fury draft 1.5.3.1","type":"rule","body":"Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc."},"3639":{"id":"vampire-counts/rule/blasphemous-tome","path":"vampire-counts/rule/blasphemous-tome","title":"Blasphemous Tome","pathText":"vampire counts rule blasphemous tome","type":"rule","body":"Rumoured to have been penned by Nagash himself, the Winds of Magic become nigh uncontrollable in the presence of a Blasphemous Tome. All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model's Command range. However, if any Wizard miscasts whilst within this model's Command range, they must roll twice on the Miscast table and apply both results. Casting Roll, Casting Result & Casting Value Command Range Miscast Miscast Table"},"3640":{"id":"vampire-counts/rule/blasphemous-tome-draft-1.5.3.1","path":"vampire-counts/rule/blasphemous-tome-draft-1.5.3.1","title":"Blasphemous Tome","pathText":"vampire counts rule blasphemous tome draft 1.5.3.1","type":"rule","body":"All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within the Command range of one or more models with this special rule. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results. Character Mount: A Mortis Engine may only be included in your army as a character’s mount. Its points are added to that of its rider."},"3641":{"id":"vampire-counts/rule/bound-spirits","path":"vampire-counts/rule/bound-spirits","title":"Bound Spirits","pathText":"vampire counts rule bound spirits","type":"rule","body":"Snatched from Morr's dark realm by the magic of a Necromancer, the tortured shades of the dead are bound to the will of the one that summoned them. Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army's General and the \"Hold your Ground\" rule of a Battle Standard. Undisciplined Inspiring Presence The General (Characters) \"Hold Your Ground\" The Battle Standard"},"3642":{"id":"vampire-counts/rule/bound-spirits-draft-1.5.3.1","path":"vampire-counts/rule/bound-spirits-draft-1.5.3.1","title":"Bound Spirits","pathText":"vampire counts rule bound spirits draft 1.5.3.1","type":"rule","body":"Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard."},"3643":{"id":"vampire-counts/rule/carrion-feeders","path":"vampire-counts/rule/carrion-feeders","title":"Carrion Feeders","pathText":"vampire counts rule carrion feeders","type":"rule","body":"The decaying carcass of a Zombie Dragon is wreathed by swarms of buzzing carrion feeders that crawl greedily across the exposed flesh of its enemies, choking and blinding them. Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic."},"3644":{"id":"vampire-counts/rule/carrion-feeders-draft-1.5.3.1","path":"vampire-counts/rule/carrion-feeders-draft-1.5.3.1","title":"Carrion Feeders","pathText":"vampire counts rule carrion feeders draft 1.5.3.1","type":"rule","body":"Enemy units engaged in combat with this model suffer a -1 modifier to their Weapon Skill characteristic."},"3645":{"id":"vampire-counts/rule/cleaving-blow-draft-1.5.3.1","path":"vampire-counts/rule/cleaving-blow-draft-1.5.3.1","title":"Cleaving Blow","pathText":"vampire counts rule cleaving blow draft 1.5.3.1","type":"rule","body":"If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow.’ Enemy models whose troop type is ‘regular infantry,’ ‘heavy infantry,’ ‘light cavalry,’ ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used."},"3646":{"id":"vampire-counts/rule/cloud-of-horror-draft-1.5.3.1","path":"vampire-counts/rule/cloud-of-horror-draft-1.5.3.1","title":"Cloud of Horror","pathText":"vampire counts rule cloud of horror draft 1.5.3.1","type":"rule","body":"At the start of the Combat phase, any enemy unit in base contact with one or more models with this special rule must make a Leadership test. If this test is failed, that unit gains the Strikes Last special rule until the end of the phase."},"3647":{"id":"vampire-counts/rule/dark-vitality","path":"vampire-counts/rule/dark-vitality","title":"Dark Vitality","pathText":"vampire counts rule dark vitality","type":"rule","body":"Vampires and Necromancers are powerful beings able to exist without the animating will of another. Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal. The Death of a General Marching"},"3648":{"id":"vampire-counts/rule/dark-vitality-draft-1.5.3.1","path":"vampire-counts/rule/dark-vitality-draft-1.5.3.1","title":"Dark Vitality","pathText":"vampire counts rule dark vitality draft 1.5.3.1","type":"rule","body":"Models with this special rule are not affected if the Master of the Dead for your army is slain. Furthermore, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal. In addition, A Vampire Count or Vampire Thrall Wizard with this special rule may wear armour or carry a shield without penalty. IE: They may Cast and Dispel as Normal."},"3649":{"id":"vampire-counts/rule/dispersed-formation-draft-1.5.3.1","path":"vampire-counts/rule/dispersed-formation-draft-1.5.3.1","title":"Dispersed Formation","pathText":"vampire counts rule dispersed formation draft 1.5.3.1","type":"rule","body":"To maintain Skirmish formation, every model in this unit must be within 3\" of another model belonging to the same unit, rather than the usual 1\". However, unlike most Skirmishers, models with this special rule do not have a 360° vision arc; they instead have a 90° vision arc, corresponding to their front arc."},"3650":{"id":"vampire-counts/rule/ghoulish-glamour","path":"vampire-counts/rule/ghoulish-glamour","title":"Ghoulish Glamour","pathText":"vampire counts rule ghoulish glamour","type":"rule","body":"Mortals quail in awestruck disbelief at the sight of a Vampire coven lounging upon the decayed luxury of a Coven Throne. Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit. Leadership Tests The Combat Phase"},"3651":{"id":"vampire-counts/rule/ghoulish-glamour-draft-1.5.3.1","path":"vampire-counts/rule/ghoulish-glamour-draft-1.5.3.1","title":"Ghoulish Glamour","pathText":"vampire counts rule ghoulish glamour draft 1.5.3.1","type":"rule","body":"Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit."},"3652":{"id":"vampire-counts/rule/ghoulkin-draft-1.5.3.1","path":"vampire-counts/rule/ghoulkin-draft-1.5.3.1","title":"Ghoulkin","pathText":"vampire counts rule ghoulkin draft 1.5.3.1","type":"rule","body":"If a model with this special rule is your General, all Crypt Ghouls, Crypt Horrors and Vargulfs gain the Vanguard special rule."},"3653":{"id":"vampire-counts/rule/implacable-defence","path":"vampire-counts/rule/implacable-defence","title":"Implacable Defence","pathText":"vampire counts rule implacable defence","type":"rule","body":"Through a combination of stout shields, thick armour plates and natural resilience, the Grave Guard have become well-known amongst the nations of the Old World for their implacable defence. A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal. Close Order Give Ground Unit Strength"},"3654":{"id":"vampire-counts/rule/implacable-defence-draft-1.5.3.1","path":"vampire-counts/rule/implacable-defence-draft-1.5.3.1","title":"Implacable Defence","pathText":"vampire counts rule implacable defence draft 1.5.3.1","type":"rule","body":"A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal."},"3655":{"id":"vampire-counts/rule/indomitable-draft-1.5.3.1","path":"vampire-counts/rule/indomitable-draft-1.5.3.1","title":"Indomitable (X)","pathText":"vampire counts rule indomitable draft 1.5.3.1","type":"rule","body":"A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule."},"3656":{"id":"vampire-counts/rule/infested","path":"vampire-counts/rule/infested","title":"Infested","pathText":"vampire counts rule infested","type":"rule","body":"Legend has it that, when slain, Terrorgheists explode into great clouds of multitudinous, swarming bats. When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1. Armour Piercing"},"3657":{"id":"vampire-counts/rule/infested-draft-1.5.3.1","path":"vampire-counts/rule/infested-draft-1.5.3.1","title":"Infested","pathText":"vampire counts rule infested draft 1.5.3.1","type":"rule","body":"When this model loses its last Wound and is removed from play, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1."},"3658":{"id":"vampire-counts/rule/invocation-of-nehek","path":"vampire-counts/rule/invocation-of-nehek","title":"Invocation of Nehek","pathText":"vampire counts rule invocation of nehek","type":"rule","body":"The Necromancer intones the dread syllables handed down from Nagash himself, breathing unlife into the lifeless cadavers strewn across the battlefield. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12\" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit's troop type and this character's Level of Wizardry: If the unit's troop type is regular infantry or heavy infantry, it recovers a number of Wounds equal to this character's Level of Wizardry +D3. If the unit's troop type is swarms, light cavalry or war beasts, it recovers a number of Wounds equal to this character's Level of Wizardry +1. If the unit's troop type is monstrous infantry, heavy cavalry, monstrous cavalry or light chariot, it recovers a number of Wounds equal to this character's Level of Wizardry. If the unit's troop type is heavy chariot, monstrous creature, behemoth or war machine, it recovers a single Wound. Command Resurrecting the Fallen Leadership Tests Necromantic Undead Levels of Wizardry Regular Infantry Heavy Infantry Swarms Light Cavalry War Beasts Monstrous Infantry Heavy Cavalry Monstrous Cavalry Light Chariots Heavy Chariots Monstrous Creatures Behemoths War Machines"},"3659":{"id":"vampire-counts/rule/invocation-of-nehek-draft-1.5.3.1","path":"vampire-counts/rule/invocation-of-nehek-draft-1.5.3.1","title":"Invocation Of Nehek","pathText":"vampire counts rule invocation of nehek draft 1.5.3.1","type":"rule","body":"During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12\" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: If the unit’s troop type is ‘regular infantry’ or ‘swarms,’ it recovers a number of Wounds equal to this character’s Level of Wizardry +D3. If the unit’s troop type is ‘light cavalry’ or ‘war beasts,’ it recovers a number of Wounds equal to this character’s Level of Wizardry +1. If the unit’s troop type is ‘heavy infantry,’ ‘monstrous infantry,’ ‘heavy cavalry,’ ‘monstrous cavalry’ or ‘light chariot,’ it recovers a number of Wounds equal to this character’s Level of Wizardry. If the unit’s troop type is ‘heavy chariot,’ ‘monstrous creature,’ ‘behemoth’ or ‘war machine,’ it recovers a single Wound. Models with the Dark Vitality or Ethereal special rules recover half the amount of wounds as described above (including any bonuses), rounding fractions up."},"3660":{"id":"vampire-counts/rule/martial-pride","path":"vampire-counts/rule/martial-pride","title":"Martial Pride","pathText":"vampire counts rule martial pride","type":"rule","body":"Over time, the Blood Knights have become a macabre parody of the noble knights they once were, toying with their foes mercilessly in one-sided duels to the death. Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it. Challenges"},"3661":{"id":"vampire-counts/rule/martial-pride-draft-1.5.3.1","path":"vampire-counts/rule/martial-pride-draft-1.5.3.1","title":"Martial Pride","pathText":"vampire counts rule martial pride draft 1.5.3.1","type":"rule","body":"Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it."},"3662":{"id":"vampire-counts/rule/master-of-the-dead-draft-1.5.3.1","path":"vampire-counts/rule/master-of-the-dead-draft-1.5.3.1","title":"Master of the Dead","pathText":"vampire counts rule master of the dead draft 1.5.3.1","type":"rule","body":"Your army must include at least one Wizard to be its Master of the Dead.If your army includes several Wizards, the Master of the Dead will be the one with the highest Level of Wizardry. If two or more models have the highest Wizard Level, you may choose which one is the Master of the Dead when writing your muster list. You must tell your opponent which model is your Master of the Dead before deploying your army. Should your Master of the Dead be slain, the magical animus of the army starts to dissipate. As soon as your Master of the Dead is removed from play as a casualty, all friendly units with the Necromantic Undead special rule lose the Regeneration (X) special rule. In addition, at the end of the phase in which your Master of the Dead was removed from play as a casualty, and during each of your Start of Turn sub-phases for the remainder of the game, all friendly units with the Necromantic Undead special rule that are currently on the battlefield must make a Leadership test. If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test. For example, your army’s Master of the Dead is destroyed during your opponent’s Shooting phase. At the end of that phase a unit of Skeleton Warriors (Ld 5) makes a Leadership test and rolls a 7 (failing the test by 2). That unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit makes another Leadership test, this time rolling a 6, resulting in the loss of one Wound."},"3663":{"id":"vampire-counts/rule/necromantic-undead","path":"vampire-counts/rule/necromantic-undead","title":"Necromantic Undead","pathText":"vampire counts rule necromantic undead","type":"rule","body":"The Undead legions of the Vampire Counts march under the command of powerful Necromancers. Models with this special rule are 'Undead'. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: Fear Immune To Psychology Unbreakable Unstable A character with this special rule cannot join a unit without this special rule, and vice versa. Fly (X) Fear Immune to Psychology Unbreakable Unstable"},"3664":{"id":"vampire-counts/rule/necromantic-undead-draft-1.5.3.1","path":"vampire-counts/rule/necromantic-undead-draft-1.5.3.1","title":"Necromantic Undead","pathText":"vampire counts rule necromantic undead draft 1.5.3.1","type":"rule","body":"Models with this special rule are ‘Undead.’ Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: Fear Immune to Psychology Unbreakable Unstable A character with this special rule cannot join a unit without this special rule, and vice versa Fear Immune to Psychology Unbreakable Unstable"},"3665":{"id":"vampire-counts/rule/resurrecting-the-fallen-draft-1.5.3.1","path":"vampire-counts/rule/resurrecting-the-fallen-draft-1.5.3.1","title":"Resurrecting The Fallen","pathText":"vampire counts rule resurrecting the fallen draft 1.5.3.1","type":"rule","body":"In a Vampire Counts army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order: First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected. Second, models with more than one Wound on their profile are healed. Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician. Finally, rank-and-file models are resurrected. Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected. Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced to zero Wounds and removed from play cannot be resurrected. Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size."},"3666":{"id":"vampire-counts/rule/scrying-pool","path":"vampire-counts/rule/scrying-pool","title":"Scrying Pool","pathText":"vampire counts rule scrying pool","type":"rule","body":"The Coven Thrones bear great enchanted bowls full of fresh blood, within which the Vampire's handmaidens can scry the future. Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2: Type Enchantment Casting Value 9+ Range Self Until your next Start of Turn sub-phase, this model may re-roll any rolls To Hit of a natural 1. Bound Spells Enchantment Range 'Self' Spells Start of Turn"},"3667":{"id":"vampire-counts/rule/scrying-pool-draft-1.5.3.1","path":"vampire-counts/rule/scrying-pool-draft-1.5.3.1","title":"Scrying Pool","pathText":"vampire counts rule scrying pool draft 1.5.3.1","type":"rule","body":"Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2: Type: Enchantment Casting Value: 9+ Range: Self Effect: Until your next Start of Turn sub-phase, this model may re-roll any rolls To Hit of a natural 1. Character Mount: A Coven Throne may only be included in your army as a character’s mount. Its points are added to that of its rider."},"3668":{"id":"vampire-counts/rule/shambling-horde-draft-1.5.3.1","path":"vampire-counts/rule/shambling-horde-draft-1.5.3.1","title":"Shambling Horde","pathText":"vampire counts rule shambling horde draft 1.5.3.1","type":"rule","body":"A unit with this special rule never receives an initiative bonus for charging an enemy in its front, flank or rear arc. In addition, when this unit Pursues or Overruns, roll a single D6 to determine the distance moved, rather than the usual 2D6."},"3669":{"id":"vampire-counts/rule/slavering-charge","path":"vampire-counts/rule/slavering-charge","title":"Slavering Charge","pathText":"vampire counts rule slavering charge","type":"rule","body":"Fighting as a ferocious pack, charging Dire Wolves quickly overpower their enemies. During a turn in which it charged, this model has a +1 modifier to its Strength characteristic."},"3670":{"id":"vampire-counts/rule/slavering-charge-draft-1.5.3.1","path":"vampire-counts/rule/slavering-charge-draft-1.5.3.1","title":"Slavering Charge","pathText":"vampire counts rule slavering charge draft 1.5.3.1","type":"rule","body":"During a turn in which it charged, this model has a +1 modifier to its Strength characteristic."},"3671":{"id":"vampire-counts/rule/spectral-coach","path":"vampire-counts/rule/spectral-coach","title":"Spectral Coach","pathText":"vampire counts rule spectral coach","type":"rule","body":"Compelled by the undying spirit of its accursed passenger, a Black Coach shifts constantly between the world of the living and the realm of the dead. A Black Coach is not wholly corporeal. To represent this, a Black Coach may become 'Incorporeal' during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach: Loses the Impact Hits (D6+2) special rule. Gains the Ethereal and Fly (10) special rules. Command Start of Turn Impact Hits (X) Ethereal Fly (X)"},"3672":{"id":"vampire-counts/rule/spectral-coach-draft-1.5.3.1","path":"vampire-counts/rule/spectral-coach-draft-1.5.3.1","title":"Spectral Coach","pathText":"vampire counts rule spectral coach draft 1.5.3.1","type":"rule","body":"A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach: Loses the Impact Hits (D6+2) special rule. Gains the Ethereal and Fly (10) special rules."},"3673":{"id":"vampire-counts/rule/spectral-reapers","path":"vampire-counts/rule/spectral-reapers","title":"Spectral Reapers","pathText":"vampire counts rule spectral reapers","type":"rule","body":"Galloping above the battlefield upon spectral steeds, Hexwraiths lean low in their saddles to reap the souls of the living. A unit with this special rule may perform a 'Spectral Reapers' attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit's movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it. Fly (X) Remaining Moves Make Armour Saves (Combat) Ward Saves Regeneration (X+) Flaming Attacks Magical Attacks"},"3674":{"id":"vampire-counts/rule/spectral-reapers-draft-1.5.3.1","path":"vampire-counts/rule/spectral-reapers-draft-1.5.3.1","title":"Spectral Reapers","pathText":"vampire counts rule spectral reapers draft 1.5.3.1","type":"rule","body":"A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it."},"3675":{"id":"vampire-counts/rule/spectral-steed-draft-1.5.3.1","path":"vampire-counts/rule/spectral-steed-draft-1.5.3.1","title":"Spectral Steed","pathText":"vampire counts rule spectral steed draft 1.5.3.1","type":"rule","body":"A unit comprised entirely of modes with this special rule treats all terrain as open ground for the purposes of movement. They cannot end their movement inside impassable terrain, though they can pass through it."},"3676":{"id":"vampire-counts/rule/the-death-of-a-general","path":"vampire-counts/rule/the-death-of-a-general","title":"The Death of a General","pathText":"vampire counts rule the death of a general","type":"rule","body":"The armies of the Vampire Counts are held together by the necromantic magic of their generals. It is their will that raises the legions of Undeath from the cold earth and summons unclean creatures from the wilds. Without this magical animus, the Undead fall lifeless to the ground and the creatures of the night return to the dark forests. Every Vampire Counts army is animated and driven onwards by the sorcery of its General. To represent this, the General of a Vampire Counts army must also be a Wizard (be they a Vampire, a Necromancer or a Strigoi Ghoul King). If your army includes only a single Wizard, that Wizard must be your General, even if they are not the character with the highest Leadership in your army. Should your General be slain, the magical animus of the army starts to dissipate. As soon as your General is removed from play as a casualty, all friendly units with the Necromantic Undead special rule lose the Regeneration (X) special rule. In addition, at the end of the phase in which your General was removed from play as a casualty, and during each of your Start of Turn sub-phases for the remainder of the game, all friendly units with the Necromantic Undead special rule that are currently on the battlefield must make a Leadership test. If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test. For example, your army's General is destroyed during your opponent's Shooting phase. At the end of that phase a unit of Skeleton Warriors (Ld 5) makes a Leadership test and rolls a 7 (failing the test by 2). That unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit makes another Leadership test, this time rolling a 6, resulting in the loss of one Wound. The General (Characters) Necromantic Undead Regeneration (X+) Start of Turn Leadership Tests"},"3677":{"id":"vampire-counts/rule/the-hunger","path":"vampire-counts/rule/the-hunger","title":"The Hunger","pathText":"vampire counts rule the hunger","type":"rule","body":"Consumed by the red thirst, a Strigoi Ghoul King will feed hungrily upon the hot blood of their foes, replenishing their own strength and vitality. At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character's hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6). The Combat Phase Pursuit"},"3678":{"id":"vampire-counts/rule/the-hunger-draft-1.5.3.1","path":"vampire-counts/rule/the-hunger-draft-1.5.3.1","title":"The Hunger","pathText":"vampire counts rule the hunger draft 1.5.3.1","type":"rule","body":"At the end of a Combat phase in which a unit with this special rule caused one or more unsaved wounds, roll a D6 for each unsaved wound caused. For each roll of 5+, models with this special rule recover one lost Wound, following the rules for Resurrecting the Fallen. However, a model with the Behemoth troop type may only ever recover a maximum of one Wound per phase in this manner. In addition, if a unit with this special rule wishes to Pursue or Overrun, it must make a Leadership test. If this test is failed, the unit still Pursues or Overruns, but rolls a single D6 to determine the distance moved, rather than the usual 2D6."},"3679":{"id":"vampire-counts/rule/the-newly-dead","path":"vampire-counts/rule/the-newly-dead","title":"The Newly Dead","pathText":"vampire counts rule the newly dead","type":"rule","body":"Those that fall in battle may be compelled by necromantic magic to rise again and fight against their former comrades. When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size (but not beyond its maximum size)."},"3680":{"id":"vampire-counts/rule/the-newly-dead-draft-1.5.3.1","path":"vampire-counts/rule/the-newly-dead-draft-1.5.3.1","title":"The Newly Dead","pathText":"vampire counts rule the newly dead draft 1.5.3.1","type":"rule","body":"When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size by an additional 20 models."},"3681":{"id":"vampire-counts/rule/vigor-mortis-draft-1.5.3.1","path":"vampire-counts/rule/vigor-mortis-draft-1.5.3.1","title":"Vigor Mortis","pathText":"vampire counts rule vigor mortis draft 1.5.3.1","type":"rule","body":"Whilst within 6\" of one or more models with this special rule, friendly units of Zombies lose the Shambling Hordes special rule, gain the Newly Dead special rule, and modify their Weapon Skill characteristic by +1. In addition, whenever a friendly unit of Zombies within 6\" of one or more models with this special rule recovers lost Wounds due to the Invocation of Nehek special rule, it recovers an additional D3 Wounds. Character Mount: A Corpse Cart may be included in your army as a character's mount. If so, the Necromantic Acolyte replaces the Corpsemaster and the Corpse Cart’s points are added to that of its rider."},"3682":{"id":"vampire-counts/rule/wailing-dirge","path":"vampire-counts/rule/wailing-dirge","title":"Wailing Dirge","pathText":"vampire counts rule wailing dirge","type":"rule","body":"The chilling howl of a restless spirit is an omen of death and despair, capable of crippling even the most resilient prey. During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a 'Wailing Dirge' attack. A Wailing Dirge attack may target any enemy unit that is within 8\" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with. The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters. The Shooting Phase The Movement Phase Make Armour Saves (Combat) Regeneration (X+) Ward Saves Lone Characters"},"3683":{"id":"vampire-counts/rule/wailing-dirge-draft-1.5.3.1","path":"vampire-counts/rule/wailing-dirge-draft-1.5.3.1","title":"Wailing Dirge (X)","pathText":"vampire counts rule wailing dirge draft 1.5.3.1","type":"rule","body":"A model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack is a Shooting attack with the Magical Attacks special rule and a range of 8”. A Wailing Dirge attack can target an enemy Lone character regardless of the usual rules for targeting Lone characters. If this model is engaged in combat during the Shooting phase, it may target a unit in base contact with a Wailing Dirge attack and may do so even if it charged this turn. A Wailing Dirge attack does not roll to hit and wound as normal. Instead, the target must make a Leadership test with a negative modifier to its Leadership characteristic shown in the brackets after the name of this special rule (shown here as ‘X’). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Note that a Wailing Dirge attack may reduce the target's Leadership characteristic to a minimum of 2"},"3684":{"id":"vampire-counts/rule/warped-tintinnabulation","path":"vampire-counts/rule/warped-tintinnabulation","title":"Warped Tintinnabulation","pathText":"vampire counts rule warped tintinnabulation","type":"rule","body":"When warped bells toll, the dead stir and corpses stagger to their feet. When a friendly unit that is within 15\" of this model recovers a number of lost Wounds due to a character using the Invocation of Nehek special rule, roll a D6. On a roll of 4+, the unit recovers one additional Wound. In addition, friendly units within 15\" of this model reduce the number of Wounds lost due to the Unstable special rule by 1. Note that this is cumulative with the Indomitable (X) special rule. Invocation of Nehek Unstable Indomitable (X)"},"3685":{"id":"vampire-counts/rule/warped-tintinnabulation-draft-1.5.3.1","path":"vampire-counts/rule/warped-tintinnabulation-draft-1.5.3.1","title":"Warped Tintinnabulation","pathText":"vampire counts rule warped tintinnabulation draft 1.5.3.1","type":"rule","body":"When a friendly unit that is within 12\" of this model recovers a number of lost Wounds due to a character using the Invocation of Nehek special rule, roll a D6. On a roll of 4+, add +1 to the result. In addition, friendly units within 12\" of one or more models with this special rule reduce the number of Wounds lost due to the Unstable special rule by 1. Note that this is cumulative with the Indomitable (X) special rule."},"3686":{"id":"vampire-counts/rule/wight-banner","path":"vampire-counts/rule/wight-banner","title":"Wight Banner","pathText":"vampire counts rule wight banner","type":"rule","body":"The enchanted banners of long-dead kings are inscribed with powerful charms. A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the \"Hold your Ground\" rule given in the Warhammer: the Old World rulebook with the version given below: \"Hold Your Ground\" Friendly units within the Battle Standard Bearer's Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer's Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value. The Battle Standard \"Hold Your Ground\" Command Range Leadership Tests Unstable Indomitable (X)"},"3687":{"id":"vampire-counts/rule/wight-banner-draft-1.5.3.1","path":"vampire-counts/rule/wight-banner-draft-1.5.3.1","title":"Wight Banner","pathText":"vampire counts rule wight banner draft 1.5.3.1","type":"rule","body":"A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below: “Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule. If a unit is affected by both, use the highest value."},"3688":{"id":"vampire-counts/spell/hellish-vigour","path":"vampire-counts/spell/hellish-vigour","title":"Hellish Vigour","pathText":"vampire counts spell hellish vigour","type":"spell","body":"The caster invigorates their ghastly warriors, who advance upon the foe with uncanny vigour. Type Enchantment Casting Value 7+/10+ Range Self If this spell is cast with a casting result of 7 or more, a single friendly unit that has the Necromantic Undead special rule and is within the caster's Command range gains the Reserve Move special rule. If this spell is cast with a casting result of 10 or more, every friendly unit that has the Necromantic Undead special rule and is within the caster's Command range gains the Reserve Move special rule. This spell lasts until the end of this turn. Enchantment Range 'Self' Spells Necromantic Undead Command Range Reserve Move"},"3689":{"id":"vampire-counts/spell/hellish-vigour-draft-1.5.3.1","path":"vampire-counts/spell/hellish-vigour-draft-1.5.3.1","title":"Hellish Vigour","pathText":"vampire counts spell hellish vigour draft 1.5.3.1","type":"spell","body":"Type Enchantment Casting Value 6+/10+ Range Self If this spell is cast with a casting result of 6 or more, a single friendly unit that has the Necromantic Undead special rule and is within the caster’s Command range gains the Reserve Move special rule. If this spell is cast with a casting result of 10 or more, every friendly unit that has the Necromantic Undead special rule and is within the caster’s Command range gains the Reserve Move special rule. This spell lasts until the end of this turn. | | | | | | | | | | :---- | ----: | :---: | :---: | :---: | :---: | :---: | :---: | | | | | | | | | | Enchantment"},"3690":{"id":"vampire-counts/spell/raise-dead","path":"vampire-counts/spell/raise-dead","title":"Raise Dead","pathText":"vampire counts spell raise dead","type":"spell","body":"One skilled in the dark arts of Necromancy can awaken mortal remains to reinforce the Undead legions under their control. Type Enchantment Casting Value 10+ Range 12\" Place a unit of 2D3 Risen Zombies on the battlefield anywhere completely within 12\" of this model, but not within 1\" of any enemy models. This unit cannot declare a charge during the turn in which it was raised: Troop Type: Regular Infantry Base Size: 25 x 25 mm Unit Size: 2D3 Equipment: Hand weapons Special Rules: Necromantic Undead, Regeneration (6+), Skirmishers, The Newly Dead Note that Risen Zombies are not worth any Victory Points. Enchantment The Charge Move Regular Infantry Necromantic Undead Regeneration (X+) Skirmish Formation The Newly Dead Victory Points (Warhammer Battles)"},"3691":{"id":"vampire-counts/spell/raise-dead-draft-1.5.3.1","path":"vampire-counts/spell/raise-dead-draft-1.5.3.1","title":"Raise Dead","pathText":"vampire counts spell raise dead draft 1.5.3.1","type":"spell","body":"Type Enchantment Casting Value 9+ Range 12\" Place a unit of 2D3 Zombies on the battlefield anywhere completely within 12\" of this model, but not within 1\" of any enemy models. This unit cannot declare a charge during the turn in which it was raised: Note that units of Zombies that are created in this way are not worth any Victory Points, do not count as Core, and are considered to have a starting unit size of 10 models for the purposes of the Invocation of Nehek special rule. . Enchantment"},"3692":{"id":"vampire-counts/spell/vanhals-danse-macabre","path":"vampire-counts/spell/vanhals-danse-macabre","title":"Vanhal's Danse Macabre","pathText":"vampire counts spell vanhals danse macabre","type":"spell","body":"Filled with magical energy, the Undead jerk forwards on the attack with tireless and unnatural speed. Type Enchantment Casting Value 8+/12+ Range 12\" If this spell is cast with a casting result of 8 or more, the target friendly unit gains a +D3 modifier to one of the following characteristics (to a maximum of 10). If this spell is cast with a casting result of 12 or more, the target friendly unit gains a +D3 modifier to two of the following characteristics (to a maximum of 10). This spell lasts until your next Start of Turn sub-phase. Movement Weapon Skill Initiative Enchantment Start of Turn"},"3693":{"id":"vampire-counts/spell/vanhals-danse-macabre-draft-1.5.3.1","path":"vampire-counts/spell/vanhals-danse-macabre-draft-1.5.3.1","title":"Vanhal’s Danse Macabre","pathText":"vampire counts spell vanhals danse macabre draft 1.5.3.1","type":"spell","body":"Type Enchantment Casting Value 7+/11+ Range 12\" If this spell is cast with a casting result of 7 or more, the target friendly unit gains a +D3 modifier to one of the following characteristics (to a maximum of 10). If this spell is cast with a casting result of 11 or more, the target friendly unit gains a +D3 modifier to two of the following characteristics (to a maximum of 10). This spell lasts until your next Start of Turn sub-phase. Movement Weapon Skill Initiative Enchantment"},"3694":{"id":"vampire-counts/unit/abyssal-terror","path":"vampire-counts/unit/abyssal-terror","title":"Abyssal Terror","pathText":"vampire counts unit abyssal terror","type":"unit","body":"This model may only be included in your army as a character's mount. Its points are added to that of its rider. Abyssal Terror Cost Override +120 points Base Size 50 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws poisonous tail scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Necromantic Undead Stomp Attacks (D3) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Poisonous Tail Poisonous Tail Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Necromantic Undead Necromantic Undead Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"3695":{"id":"vampire-counts/unit/abyssal-terror-draft-1.5.3.1","path":"vampire-counts/unit/abyssal-terror-draft-1.5.3.1","title":"Abyssal Terror","pathText":"vampire counts unit abyssal terror draft 1.5.3.1","type":"unit","body":"Abyssal Terror Cost +120 Base Size 50 x 100 mm Unit Size 1 Type Abyssal Terror Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws poisonous tail scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Necromantic Undead Stomp Attacks (D3) Swiftstride Terror This model may only be included in your army as a character’s mount. Its points are added to that of its rider. Monstrous Creatures Monsters Wicked claws Wicked claws Poisonous tail Poisonous tail Heavy Armour Close Order Fly (X) Large Target Necromantic Undead Necromantic Undead Stomp Attacks (X) Swiftstride Terror"},"3696":{"id":"vampire-counts/unit/bat-swarms","path":"vampire-counts/unit/bat-swarms","title":"Bat Swarms","pathText":"vampire counts unit bat swarms","type":"unit","body":"Bat Swarm Cost 39 Base Size 40 x 40 mm Unit Size 3+ Troop Type Swarm Unit Category Infantry Equipment Claws fangs (counts as a hand weapons) Special Rules Fly (7) Necromantic Undead Regeneration (6+) Skirmishers Swarms Infantry Hand Weapon Hand Weapon Fly (X) Fly (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation"},"3697":{"id":"vampire-counts/unit/bat-swarms-draft-1.5.3.1","path":"vampire-counts/unit/bat-swarms-draft-1.5.3.1","title":"Bat Swarms","pathText":"vampire counts unit bat swarms draft 1.5.3.1","type":"unit","body":"Bat Swarm Cost 39 Base Size 40 x 40 mm Unit Size 2+ Type Bat Swarms Troop Type Swarms Unit Category Infantry Equipment Claws and fangs (counts as a hand weapon) Special Rules Fly (7) Necromantic Undead Regeneration (6+) Skirmishers Cloud of Horror Swarms Infantry Hand Weapon Fly (X) Necromantic Undead Necromantic Undead Regeneration (X+) Skirmishers Cloud of Horror Cloud of Horror"},"3698":{"id":"vampire-counts/unit/black-coach","path":"vampire-counts/unit/black-coach","title":"Black Coach","pathText":"vampire counts unit black coach","type":"unit","body":"Black Coach Wraith (x1) Nightmares (x2) Cost 205 Base Size 50 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment Wraith: Spectral scythe Nightmares: Iron-shod hooves (counts as a hand weapon) Special Rules Close Order First Charge Impact Hits (D6+2) Indomitable (1) Magical Attacks Necromantic Undead Regeneration (6+) Spectral Coach Terror Heavy Chariots Chariots Spectral Scythe (Black Coach) Hand Weapon Close Order Close Order First Charge First Charge Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Magical Attacks Magical Attacks Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Spectral Coach Spectral Coach Terror Terror"},"3699":{"id":"vampire-counts/unit/black-coach-draft-1.5.3.1","path":"vampire-counts/unit/black-coach-draft-1.5.3.1","title":"Black Coach","pathText":"vampire counts unit black coach draft 1.5.3.1","type":"unit","body":"Black Coach Wraith (x1) Nightmares (x2) Cost 205 Base Size 50 x 100 mm min 100x150 mm max Unit Size 1 Armour Value 3+ Type Black Coach Troop Type Heavy Chariot Unit Category Chariot Equipment Spectral scythe Iron-shod hooves (counts as hand weapons) Special Rules Close Order First Charge Impact Hits (D6+2) Indomitable (1) Magical Attacks Necromantic Undead Regeneration (6+) Spectral Coach Terror Heavy Chariots Chariots Spectral scythe Spectral scythe Hand Weapon Close Order First Charge Impact Hits (X) Indomitable (X) Indomitable (X) Magical Attacks Necromantic Undead Necromantic Undead Regeneration (X+) Spectral Coach Spectral Coach Terror"},"3700":{"id":"vampire-counts/unit/black-knights","path":"vampire-counts/unit/black-knights","title":"Black Knights","pathText":"vampire counts unit black knights","type":"unit","body":"Black Knight Hell Knight Skeletal Steed Cost 24 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Black Knights: Hand weapons, heavy armour and shields Skeletal Steeds: Skeletal hooves (counts as hand weapons) Special Rules Cleaving Blow (Riders only) Close Order First Charge Necromantic Undead Regeneration (6+) Swiftstride Options The entire unit may take any of the following: Lances (+2 points per model) Barding (+2 points per model) Any unit may: Upgrade one model to a Hell Knight (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Hell Knight may purchase magic items up to a total of 25 points Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Cleaving Blow Cleaving Blow Close Order Close Order First Charge First Charge Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Lance Barding"},"3701":{"id":"vampire-counts/unit/black-knights-draft-1.5.3.1","path":"vampire-counts/unit/black-knights-draft-1.5.3.1","title":"Black Knights","pathText":"vampire counts unit black knights draft 1.5.3.1","type":"unit","body":"Black Knight Hell Knight Skeletal Steed Cost 24 Base Size 30 x 60 mm Unit Size 4+ Type Black Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Hand weapons heavy armour shields Skeletal hooves (counts as hand weapons) barding Special Rules Cleaving Blow (Black Knights & Hell Knight only) Close Order First Charge Necromantic Undead Regeneration (6+) Swiftstride Spectral Steed Options The entire unit may take any of the following: Lances (+2/model) Any unit may: Upgrade one model to a Hell Knight (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points A Hell Knight may purchase magic items up to a total of 25 points Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Barding Cleaving Blow Cleaving Blow Close Order First Charge Necromantic Undead Necromantic Undead Regeneration (X+) Swiftstride Spectral Steed Spectral Steed"},"3702":{"id":"vampire-counts/unit/blood-knights","path":"vampire-counts/unit/blood-knights","title":"Blood Knights","pathText":"vampire counts unit blood knights","type":"unit","body":"Blood Knight Kastellan Nightmare Cost 39 Base Size 30 x 60 mm Unit Size 5+ Troop Type Heavy Cavalry Unit Category Cavalry Equipment Blood Knights: Hand weapons, lances, heavy armour and shields Nightmares: Iron-shod hooves (counts as hand weapons) and barding Special Rules Accursed Weapons Close Order Counter Charge Dark Vitality First Charge Flammable Indomitable (1) Martial Pride Necromantic Undead Regeneration (6+) Swiftstride Options Any unit may: Upgrade one model to a Kastellan (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points Replace heavy armour with full plate armour (+5 points per model) Have the Drilled special rule (+3 points per model) A Kastellan may take: Vampiric Powers up to a total of 25 points Magic items up to a total of 25 points Optional Rules Drilled Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Accursed Weapons Accursed Weapons Close Order Close Order Counter Charge Counter Charge Dark Vitality Dark Vitality First Charge First Charge Flammable Flammable Indomitable (X) Indomitable (X) Martial Pride Martial Pride Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Heavy Armour Full Plate Armour Drilled Vampiric Powers Drilled Drilled"},"3703":{"id":"vampire-counts/unit/blood-knights-draft-1.5.3.1","path":"vampire-counts/unit/blood-knights-draft-1.5.3.1","title":"Blood Knights","pathText":"vampire counts unit blood knights draft 1.5.3.1","type":"unit","body":"Blood Knight Kastellan Nightmare Cost 39 Base Size 30 x 60 mm Unit Size 4+ Type Blood Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Hand weapons lances heavy armour shields Iron-shod hooves (counts as hand weapons) barding Special Rules Accursed Weapons Close Order Counter Charge Dark Vitality First Charge Flammable Indomitable (1) Martial Pride Necromantic Undead Regeneration (6+) Swiftstride Options Any unit may: Upgrade one model to a Kastellan (champion) (+7), Upgrade one model to a standard bearer (+7), Upgrade one model to a musician (+7), Purchase a magic standard worth up to 50 points, Replace heavy armour with full plate armour (+5/model), Have the Drilled special rule (+3/model) A Kastellan may take: Vampiric Powers up to a total of 25 points, Magic items up to a total of 25 points Heavy Cavalry Cavalry Hand Weapon Lance Heavy Armour Shield Hand Weapon Barding Accursed Weapons Accursed Weapons Close Order Counter Charge Dark Vitality Dark Vitality First Charge Flammable Indomitable (X) Indomitable (X) Martial Pride Martial Pride Necromantic Undead Necromantic Undead Regeneration (X+) Swiftstride"},"3704":{"id":"vampire-counts/unit/cairn-wraith","path":"vampire-counts/unit/cairn-wraith","title":"Cairn Wraith","pathText":"vampire counts unit cairn wraith","type":"unit","body":"Cairn Wraith Cost 50 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Spectral scythe Special Rules Ethereal Indomitable (1) Necromantic Undead Regeneration (6+) Terror Regular Infantry Characters (Troop Types) Infantry Spectral Scythe (Cairn Wraith) Spectral Scythe (Cairn Wraith) Ethereal Ethereal Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Terror Terror"},"3705":{"id":"vampire-counts/unit/cairn-wraith-draft-1.5.3.1","path":"vampire-counts/unit/cairn-wraith-draft-1.5.3.1","title":"Cairn Wraith","pathText":"vampire counts unit cairn wraith draft 1.5.3.1","type":"unit","body":"Cairn Wraith Cost 50 Base Size 25 x 25 mm Unit Size 1 Type Cairn Wraiths Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Spectral scythe Special Rules Ethereal Indomitable (1) Necromantic Undead Regeneration (6+) Terror Regular Infantry Characters (Troop Types) Infantry Spectral scythe Spectral scythe Ethereal Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Terror"},"3706":{"id":"vampire-counts/unit/corpse-cart","path":"vampire-counts/unit/corpse-cart","title":"Corpse Cart","pathText":"vampire counts unit corpse cart","type":"unit","body":"Corpse Cart Corpsemaster (x1) The Restless Dead Cost 115 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Wizard Level 1 Magic Lore Necromancy Equipment Corpsemaster: Hand weapon The Restless Dead: Hand weapons Special Rules Close Order Dark Vitality First Charge Impact Hits (D3+1) Indomitable (1) Lore of Undeath Necromantic Undead Random Attacks (The Restless Dead only) Regeneration (6+) Options A Corpsemaster may take one of the following: Whip (+3 points) Cavalry spear (+3 points) A Corpse Cart must take one of the following: Balefire Brazier (+10 points) Warped Tintinnabulation (+15 points) Optional Rules Balefire Brazier Warped Tintinnabulation Heavy Chariots Chariots Necromancy Hand Weapon Hand Weapon Close Order Close Order Dark Vitality Dark Vitality First Charge First Charge Impact Hits (X) Impact Hits (X) Indomitable (X) Indomitable (X) Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Random Attacks Random Attacks Regeneration (X+) Regeneration (X+) Whip Cavalry Spear Balefire Brazier Warped Tintinnabulation Balefire Brazier Balefire Brazier Warped Tintinnabulation Warped Tintinnabulation"},"3707":{"id":"vampire-counts/unit/corpse-cart-draft-1.5.3.1","path":"vampire-counts/unit/corpse-cart-draft-1.5.3.1","title":"Corpse Cart","pathText":"vampire counts unit corpse cart draft 1.5.3.1","type":"unit","body":"Corpse Cart Corpsemaster (x1) The Restless Dead Cost 60 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Corpse Cart Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapon Hand weapons Special Rules Close Order Dark Vitality First Charge Impact Hits (D3+1) Indomitable (1) Necromantic Undead Random Attacks (The Restless Dead only) Regeneration (6+) Vigor Mortis A Corpse Cart may be included in your army as a character's mount. If so, the Necromantic Acolyte replaces the Corpsemaster and the Corpse Cart’s points are added to that of its rider. Options A Corpse Cart must take one of the following: Balefire Brazier (+10), Warped Tintinnabulation (+15) Heavy Chariots Chariots Hand Weapon Hand Weapon Close Order Dark Vitality Dark Vitality First Charge Impact Hits (X) Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Random Attacks Regeneration (X+) Vigor Mortis Vigor Mortis Corpse Cart"},"3708":{"id":"vampire-counts/unit/coven-throne","path":"vampire-counts/unit/coven-throne","title":"Coven Throne","pathText":"vampire counts unit coven throne","type":"unit","body":"A Coven Throne may only be included in your army as a character's mount. Its points are added to that of its rider. Coven Throne Pallid Handmaidens (x2) Spirit Horde Cost Override +210 points Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Pallid Handmaidens: Hand weapons Spirit Horde: Hand weapons and lances Special Rules Close Order Dark Vitality First Charge Fly (8) Ghoulish Glamour Impact Hits (D6+1) Large Target Necromantic Undead Random Attacks (Spirit Horde only) Regeneration (6+) Scrying Pool Heavy Chariots Chariots Hand Weapon Hand Weapon Lance Close Order Close Order Dark Vitality Dark Vitality First Charge First Charge Fly (X) Fly (X) Ghoulish Glamour Ghoulish Glamour Impact Hits (X) Impact Hits (X) Large Target Large Target Necromantic Undead Necromantic Undead Random Attacks Random Attacks Regeneration (X+) Regeneration (X+) Scrying Pool Scrying Pool"},"3709":{"id":"vampire-counts/unit/coven-throne-draft-1.5.3.1","path":"vampire-counts/unit/coven-throne-draft-1.5.3.1","title":"Coven Throne","pathText":"vampire counts unit coven throne draft 1.5.3.1","type":"unit","body":"Coven Throne Pallid Handmaidens (x2) Spirit Horde Cost +165 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Coven Throne Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapons Hand weapons spectral lances Special Rules Accursed Weapons (Pallid Handmaidens only) Close Order Dark Vitality First Charge Fly (8) Ghoulish Glamour Impact Hits (D6+1) Large Target Necromantic Undead Random Attacks (Spirit Horde only) Regeneration (6+) Scrying Pool A Coven Throne may only be included in your army as a character’s mount. Its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Hand Weapon Spectral Lance Accursed Weapons Accursed Weapons Close Order Dark Vitality Dark Vitality First Charge Fly (X) Ghoulish Glamour Ghoulish Glamour Impact Hits (X) Large Target Necromantic Undead Necromantic Undead Random Attacks Regeneration (X+) Scrying Pool Scrying Pool"},"3710":{"id":"vampire-counts/unit/crypt-ghouls","path":"vampire-counts/unit/crypt-ghouls","title":"Crypt Ghouls","pathText":"vampire counts unit crypt ghouls","type":"unit","body":"Crypt Ghoul Crypt Ghast Cost 9 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Move Through Cover Necromantic Undead Open Order Poisoned Attacks Regeneration (6+) Reserve Move Skirmishers Options Any unit may upgrade one model to a Crypt Ghast (champion) (+6 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Move Through Cover Move Through Cover Necromantic Undead Necromantic Undead Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move Skirmish Formation Skirmish Formation"},"3711":{"id":"vampire-counts/unit/crypt-ghouls-draft-1.5.3.1","path":"vampire-counts/unit/crypt-ghouls-draft-1.5.3.1","title":"Crypt Ghouls","pathText":"vampire counts unit crypt ghouls draft 1.5.3.1","type":"unit","body":"Crypt Ghoul Crypt Ghast Cost 8 Base Size 25 x 25 mm Unit Size 5+ Type Crypt Ghouls Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons calloused hide (counts as light armour) Special Rules Armour Bane (1) Dark Vitality Move through Cover Necromantic Undead Open Order Poisoned Attacks Regeneration (6+) Reserve Move Skirmishers The Hunger Options Any unit may: Upgrade one model to a Crypt Ghast (champion) (+6), Have the Ambushers special rule (+1/model) Regular Infantry Infantry Hand Weapon Light Armour Armour Bane (X) Dark Vitality Dark Vitality Move Through Cover Necromantic Undead Necromantic Undead Open Order Poisoned Attacks Regeneration (X+) Reserve Move Skirmishers The Hunger The Hunger"},"3712":{"id":"vampire-counts/unit/crypt-horrors","path":"vampire-counts/unit/crypt-horrors","title":"Crypt Horrors","pathText":"vampire counts unit crypt horrors","type":"unit","body":"Crypt Horror Crypt Haunter Cost 46 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Filth-encrusted claws Special Rules Indomitable (1) Move Through Cover Necromantic Undead Open Order Regeneration (6+) Stomp Attacks (1) Options Any unit may upgrade one model to a Crypt Haunter (champion) (+7 points per unit) Monstrous Infantry Infantry Filth-Encrusted Claws Filth-Encrusted Claws Indomitable (X) Indomitable (X) Move Through Cover Move Through Cover Necromantic Undead Necromantic Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X)"},"3713":{"id":"vampire-counts/unit/crypt-horrors-draft-1.5.3.1","path":"vampire-counts/unit/crypt-horrors-draft-1.5.3.1","title":"Crypt Horrors","pathText":"vampire counts unit crypt horrors draft 1.5.3.1","type":"unit","body":"Crypt Horror Crypt Haunter Cost 46 Base Size 40 x 40 mm Unit Size 3+ Type Crypt Horrors Troop Type Monstrous Infantry Unit Category Infantry Equipment Filth-encrusted claws scaly skin (counts as heavy armour) Special Rules Dark Vitality Indomitable (1) Move through Cover Necromantic Undead Open Order Regeneration (5+) Stomp Attacks (1) The Hunger Options Any unit may upgrade one model to a Crypt Haunter (champion) (+7) Monstrous Infantry Infantry Filth-encrusted claws Filth-encrusted claws Heavy Armour Dark Vitality Dark Vitality Indomitable (X) Indomitable (X) Move Through Cover Necromantic Undead Necromantic Undead Open Order Regeneration (X+) Stomp Attacks (X) The Hunger The Hunger"},"3714":{"id":"vampire-counts/unit/dire-wolves","path":"vampire-counts/unit/dire-wolves","title":"Dire Wolves","pathText":"vampire counts unit dire wolves","type":"unit","body":"Dire Wolf Doom Wolf Cost 8 Base Size 25 x 50 mm Unit Size 5-20 Troop Type War Beast Unit Category Cavalry Equipment Claws and fangs (counts as a hand weapons) Special Rules Necromantic Undead Open Order Regeneration (6+) Reserve Move Slavering Charge Swiftstride Vanguard Options Any unit may upgrade one model to a Doom Wolf (champion) (+6 points per unit) War Beasts Cavalry Hand Weapon Necromantic Undead Necromantic Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move Slavering Charge Slavering Charge Swiftstride Swiftstride Vanguard Vanguard"},"3715":{"id":"vampire-counts/unit/dire-wolves-draft-1.5.3.1","path":"vampire-counts/unit/dire-wolves-draft-1.5.3.1","title":"Dire Wolves","pathText":"vampire counts unit dire wolves draft 1.5.3.1","type":"unit","body":"Dire Wolf Doom Wolf Cost 8 Base Size 25 x 50 mm Unit Size 5-20 Type Dire Wolves Troop Type War Beasts Unit Category Cavalry Equipment Claws and fangs (counts as hand weapons) Special Rules Necromantic Undead Open Order Regeneration (6+) Reserve Move Slavering Charge Swiftstride Vanguard Options Any unit may upgrade one model to a Doom Wolf (champion) (+6) War Beasts Cavalry Hand Weapon Necromantic Undead Necromantic Undead Open Order Regeneration (X+) Reserve Move Slavering Charge Slavering Charge Swiftstride Vanguard"},"3716":{"id":"vampire-counts/unit/fell-bats","path":"vampire-counts/unit/fell-bats","title":"Fell Bats","pathText":"vampire counts unit fell bats","type":"unit","body":"Fell Bat Cost 15 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Claws fangs (counts as a hand weapons) Special Rules Fly (10) Necromantic Undead Regeneration (6+) Skirmishers Swiftstride Monstrous Infantry Infantry Hand Weapon Hand Weapon Fly (X) Fly (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Swiftstride Swiftstride"},"3717":{"id":"vampire-counts/unit/fell-bats-draft-1.5.3.1","path":"vampire-counts/unit/fell-bats-draft-1.5.3.1","title":"Fell Bats","pathText":"vampire counts unit fell bats draft 1.5.3.1","type":"unit","body":"Fell Bat Cost 15 Base Size 40 x 40 mm Unit Size 3+ Type Fell Bats Troop Type Monstrous Infantry Unit Category Infantry Equipment Claws and fangs (counts as a hand weapon) Special Rules Fly (10) Necromantic Undead Regeneration (6+) Skirmishers Swiftstride Monstrous Infantry Infantry Hand Weapon Fly (X) Necromantic Undead Necromantic Undead Regeneration (X+) Skirmishers Swiftstride"},"3718":{"id":"vampire-counts/unit/grave-guard","path":"vampire-counts/unit/grave-guard","title":"Grave Guard","pathText":"vampire counts unit grave guard","type":"unit","body":"Grave Guard Seneschal Cost 11 Base Size 25 x 25 mm Unit Size 10+ Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour shields Special Rules Cleaving Blow Close Order Indomitable (1) Necromantic Undead Regeneration (6+) Options The entire unit may replace shields with great weapons (+1 point per model) Any unit may: Upgrade one model to a Seneschal (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Seneschal may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+2 points per model) Have the Implacable Defence special rule (+1 point per model) Optional Rules Drilled Implacable Defence Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Shield Shield Cleaving Blow Cleaving Blow Close Order Close Order Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Shield Great Weapon Drilled Implacable Defence Drilled Drilled Implacable Defence Implacable Defence"},"3719":{"id":"vampire-counts/unit/grave-guard-draft-1.5.3.1","path":"vampire-counts/unit/grave-guard-draft-1.5.3.1","title":"Grave Guard","pathText":"vampire counts unit grave guard draft 1.5.3.1","type":"unit","body":"Grave Guard Seneschal Cost 11 Base Size 25 x 25 mm Unit Size 5+ Type Grave Guard Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour shields Special Rules Cleaving Blow Close Order Indomitable (1) Necromantic Undead Regeneration (6+) Options The entire unit may replace shields with great weapons (+1/model) Any unit may: Upgrade one model to a Seneschal (champion) (+6), Upgrade one model to a standard bearer (+6), Upgrade one model to a musician (+6), Purchase a magic standard worth up to 50 points A Seneschal may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+2/model), Have the Implacable Defence special rule (+1/model) Heavy Infantry Infantry Hand Weapon Heavy Armour Shield Cleaving Blow Cleaving Blow Close Order Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+)"},"3720":{"id":"vampire-counts/unit/hexwraiths","path":"vampire-counts/unit/hexwraiths","title":"Hexwraiths","pathText":"vampire counts unit hexwraiths","type":"unit","body":"Hexwraith Hellwraith Spectral Steed Cost 31 Base Size 30 x 60 mm Unit Size 5-10 Troop Type Light Cavalry Unit Category Cavalry Equipment Hexwraiths: Hand weapons and great weapons Spectral Steeds: Skeletal hooves (counts as hand weapons) Special Rules Ethereal Flaming Attacks Fly (8) Magical Attacks Necromantic Undead Open Order Regeneration (6+) Spectral Reapers Swiftstride Terror Options Any unit may upgrade one model to a Hellwraith (champion) (+6 points per unit) Light Cavalry Cavalry Hand Weapon Great Weapon Hand Weapon Ethereal Ethereal Flaming Attacks Flaming Attacks Fly (X) Fly (X) Magical Attacks Magical Attacks Necromantic Undead Necromantic Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Spectral Reapers Spectral Reapers Swiftstride Swiftstride Terror Terror"},"3721":{"id":"vampire-counts/unit/hexwraiths-draft-1.5.3.1","path":"vampire-counts/unit/hexwraiths-draft-1.5.3.1","title":"Hexwraiths","pathText":"vampire counts unit hexwraiths draft 1.5.3.1","type":"unit","body":"Hexwraith Hellwraith Skeletal Steed Cost 31 Base Size 30 x 60 mm Unit Size 5-10 Type Hexwraiths Troop Type Light Cavalry Unit Category Cavalry Equipment Special Rules Ethereal Flaming Attacks Fly (8) Magical Attacks Necromantic Undead Open Order Regeneration (6+) Spectral Reapers Swiftstride Terror Options Any unit may upgrade one model to a Hellwraith (champion) (+6) Light Cavalry Cavalry Ethereal Flaming Attacks Fly (X) Magical Attacks Necromantic Undead Necromantic Undead Open Order Regeneration (X+) Spectral Reapers Spectral Reapers Swiftstride Terror"},"3722":{"id":"vampire-counts/unit/master-necromancer","path":"vampire-counts/unit/master-necromancer","title":"Master Necromancer","pathText":"vampire counts unit master necromancer","type":"unit","body":"Master Necromancer Cost 130 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Indomitable (1) Invocation of Nehek Lore of Undeath Necromantic Undead Regeneration (5+) Options May be mounted: Nightmare (+16 points) Mortis Engine (+195 points) Abyssal Terror (+120 points) Zombie Dragon (+215 points) A Master Necromancer may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Dark Magic Illusion Necromancy Hand Weapon Hand Weapon Dark Vitality Dark Vitality Indomitable (X) Indomitable (X) Invocation of Nehek Invocation of Nehek Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Nightmare Mortis Engine Abyssal Terror Zombie Dragon"},"3723":{"id":"vampire-counts/unit/master-necromancer-draft-1.5.3.1","path":"vampire-counts/unit/master-necromancer-draft-1.5.3.1","title":"Master Necromancer","pathText":"vampire counts unit master necromancer draft 1.5.3.1","type":"unit","body":"Master Necromancer Cost 145 Base Size 25 x 25 mm Unit Size 1 Type Necromancers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Indomitable (1) Invocation of Nehek Lore of Undeath Necromantic Undead Regeneration (5+) Options A Master Necromancer may: Be a Level 4 Wizard (+30), Purchase magic items up to a total of 100 points May be mounted on a Nightmare (+16 points) May be mounted on a Mortis Engine May be mounted on a Abyssal Terror May be mounted on a Zombie Dragon Regular Infantry Characters (Troop Types) Infantry Hand Weapon Dark Vitality Dark Vitality Indomitable (X) Indomitable (X) Invocation Of Nehek Invocation Of Nehek Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Nightmare Mortis Engine Abyssal Terror Zombie Dragon"},"3724":{"id":"vampire-counts/unit/mortis-engine","path":"vampire-counts/unit/mortis-engine","title":"Mortis Engine","pathText":"vampire counts unit mortis engine","type":"unit","body":"A Mortis Engine may only be included in your army as a character's mount. Its points are added to that of its rider. Mortis Engine Banshees (x3) Spirit Horde Cost Override +195 points Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Troop Type Heavy Chariot Unit Category Chariot Equipment Banshees: Hand weapons Spirit Horde: Hand weapons and lances Special Rules Accursed Reliquary Blasphemous Tome Close Order Dark Vitality First Charge Fly (8) Impact Hits (D6+1) Large Target Necromantic Undead Random Attacks (Spirit Horde only) Regeneration (6+) Wailing Dirge Heavy Chariots Chariots Hand Weapon Hand Weapon Lance Accursed Reliquary Accursed Reliquary Blasphemous Tome Blasphemous Tome Close Order Close Order Dark Vitality Dark Vitality First Charge First Charge Fly (X) Fly (X) Impact Hits (X) Impact Hits (X) Large Target Large Target Necromantic Undead Necromantic Undead Random Attacks Random Attacks Regeneration (X+) Regeneration (X+) Wailing Dirge Wailing Dirge"},"3725":{"id":"vampire-counts/unit/mortis-engine-draft-1.5.3.1","path":"vampire-counts/unit/mortis-engine-draft-1.5.3.1","title":"Mortis Engine","pathText":"vampire counts unit mortis engine draft 1.5.3.1","type":"unit","body":"Mortis Engine Banshees (x3) Spirit Horde Cost +195 Base Size 50 x 100 mm Unit Size 1 Armour Value 4+ Type Mortis Engine Troop Type Heavy Chariot Unit Category Chariot Equipment Hand weapons Hand weapons spectral lances Special Rules Accursed Reliquary Blasphemous Tome Close Order Dark Vitality First Charge Fly (8) Impact Hits (D6+1) Large Target Necromantic Undead Random Attacks (Spirit Horde only) Regeneration (6+) Wailing Dirge (-2) A Mortis Engine may only be included in your army as a character’s mount. Its points are added to that of its rider. Heavy Chariots Chariots Hand Weapon Hand Weapon Spectral Lance Accursed Reliquary Accursed Reliquary Blasphemous Tome Blasphemous Tome Close Order Dark Vitality Dark Vitality First Charge Fly (X) Impact Hits (X) Large Target Necromantic Undead Necromantic Undead Random Attacks Regeneration (X+) Wailing Dirge (X) Wailing Dirge (X)"},"3726":{"id":"vampire-counts/unit/necromantic-acolyte","path":"vampire-counts/unit/necromantic-acolyte","title":"Necromantic Acolyte","pathText":"vampire counts unit necromantic acolyte","type":"unit","body":"Necromantic Acolyte Cost 60 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Indomitable (1) Invocation of Nehek Lore of Undeath Necromantic Undead Regeneration (5+) Options May be mounted: Nightmare (+16 points) Mortis Engine (+195 points) A Necromantic Acolyte may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Dark Magic Illusion Necromancy Hand Weapon Hand Weapon Dark Vitality Dark Vitality Indomitable (X) Indomitable (X) Invocation of Nehek Invocation of Nehek Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Nightmare Mortis Engine"},"3727":{"id":"vampire-counts/unit/necromantic-acolyte-draft-1.5.3.1","path":"vampire-counts/unit/necromantic-acolyte-draft-1.5.3.1","title":"Necromantic Acolyte","pathText":"vampire counts unit necromantic acolyte draft 1.5.3.1","type":"unit","body":"Necromantic Acolyte Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Necromancers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Indomitable (1) Invocation of Nehek Lore of Undeath Necromantic Undead Regeneration (5+) Options A Necromantic Acolyte may: Be a Level 2 Wizard (+30), Purchase magic items up to a total of 50 points May be mounted on a Nightmare (+16 points) May be mounted on a Corpse Cart Regular Infantry Characters (Troop Types) Infantry Hand Weapon Dark Vitality Dark Vitality Indomitable (X) Indomitable (X) Invocation Of Nehek Invocation Of Nehek Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Nightmare Corpse Cart"},"3728":{"id":"vampire-counts/unit/nightmare","path":"vampire-counts/unit/nightmare","title":"Nightmare","pathText":"vampire counts unit nightmare","type":"unit","body":"Nightmare Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Necromantic Undead Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge First Charge First Charge Necromantic Undead Necromantic Undead Swiftstride Swiftstride"},"3729":{"id":"vampire-counts/unit/nightmare-draft-1.5.3.1","path":"vampire-counts/unit/nightmare-draft-1.5.3.1","title":"Nightmare","pathText":"vampire counts unit nightmare draft 1.5.3.1","type":"unit","body":"Nightmare Cost 16 Base Size 30 x 60 mm Unit Size 1 Type Nightmare Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Necromantic Undead Swiftstride Heavy Cavalry Cavalry Hand Weapon Barding Counter Charge First Charge Necromantic Undead Necromantic Undead Swiftstride"},"3730":{"id":"vampire-counts/unit/skeletal-steed-draft-1.5.3.1","path":"vampire-counts/unit/skeletal-steed-draft-1.5.3.1","title":"Skeletal Steed","pathText":"vampire counts unit skeletal steed draft 1.5.3.1","type":"unit","body":"Skeletal Steed Cost 14 Base Size 30 x 60 mm Unit Size 1 Type Skeletal Steed Troop Type Heavy Cavalry Unit Category Cavalry Equipment Skeletal hooves (counts as a hand weapon) barding Special Rules First Charge Necromantic Undead Swiftstride Spectral Steed Heavy Cavalry Cavalry Hand Weapon Barding First Charge Necromantic Undead Necromantic Undead Swiftstride Spectral Steed Spectral Steed"},"3731":{"id":"vampire-counts/unit/skeletal-steed-vampire-counts","path":"vampire-counts/unit/skeletal-steed-vampire-counts","title":"Skeletal Steed (Vampire Counts)","pathText":"vampire counts unit skeletal steed vampire counts","type":"unit","body":"Skeletal Steed Cost Override +14 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Skeletal hooves (counts as hand weapon) barding Special Rules First Charge Necromantic Undead Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding First Charge First Charge Necromantic Undead Necromantic Undead Swiftstride Swiftstride"},"3732":{"id":"vampire-counts/unit/skeleton-warriors-draft-1.5.3.1","path":"vampire-counts/unit/skeleton-warriors-draft-1.5.3.1","title":"Skeleton Warriors","pathText":"vampire counts unit skeleton warriors draft 1.5.3.1","type":"unit","body":"Skeleton Warrior Skeleton Champion Cost 4 Base Size 25 x 25 mm Unit Size 10+ Type Skeleton Warriors Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons shields Special Rules Close Order Horde Necromantic Undead Regeneration (6+) Options The entire unit may take: Thrusting spears (+1/model), Light armour (+1/model) Any unit may: Upgrade one model to a Skeleton Champion (+5), Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) 0-1 unit per 1,000 points may: Purchase a magic standard worth up to 50 points, Have the Implacable Defence special rule (+10) Regular Infantry Infantry Hand Weapon Shield Close Order Horde Necromantic Undead Necromantic Undead Regeneration (X+)"},"3733":{"id":"vampire-counts/unit/skeleton-warriors-vampire-counts","path":"vampire-counts/unit/skeleton-warriors-vampire-counts","title":"Skeleton Warriors (Vampire Counts)","pathText":"vampire counts unit skeleton warriors vampire counts","type":"unit","body":"Skeleton Warrior Skeleton Champion Cost 5 Base Size 25 x 25 mm Unit Size 10+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour shields Special Rules Close Order Horde Necromantic Undead Regeneration (6+) Options The entire unit may take thrusting spears (+1 point per model) Any unit may: Upgrade one model to a Skeleton Champion (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) 0-1 unit per 1,000 points may purchase a magic standard worth up to 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Shield Shield Close Order Close Order Horde Horde Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Thrusting Spear"},"3734":{"id":"vampire-counts/unit/spirit-hosts","path":"vampire-counts/unit/spirit-hosts","title":"Spirit Hosts","pathText":"vampire counts unit spirit hosts","type":"unit","body":"Spirit Host Cost 49 Base Size 40 x 40 mm Unit Size 3-6 Troop Type Swarm Unit Category Infantry Equipment Hand weapons Special Rules Bound Spirits Ethereal Magical Attacks Necromantic Undead Open Order Regeneration (6+) Reserve Move Swarms Infantry Hand Weapon Hand Weapon Bound Spirits Bound Spirits Ethereal Ethereal Magical Attacks Magical Attacks Necromantic Undead Necromantic Undead Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Reserve Move Reserve Move"},"3735":{"id":"vampire-counts/unit/spirit-hosts-draft-1.5.3.1","path":"vampire-counts/unit/spirit-hosts-draft-1.5.3.1","title":"Spirit Hosts","pathText":"vampire counts unit spirit hosts draft 1.5.3.1","type":"unit","body":"Spirit Host Cost 49 Base Size 40 x 40 mm Unit Size 2-6 Type Spirit Hosts Troop Type Swarms Unit Category Infantry Equipment Hand weapons Special Rules Bound Spirits Ethereal Magical Attacks Necromantic Undead Open Order Regeneration (6+) Reserve Move Swarms Infantry Hand Weapon Bound Spirits Bound Spirits Ethereal Magical Attacks Necromantic Undead Necromantic Undead Open Order Regeneration (X+) Reserve Move"},"3736":{"id":"vampire-counts/unit/strigoi-ghoul-king","path":"vampire-counts/unit/strigoi-ghoul-king","title":"Strigoi Ghoul King","pathText":"vampire counts unit strigoi ghoul king","type":"unit","body":"Strigoi Ghoul King Cost 145 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Dark Magic Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Flammable Hatred (all enemies) Indomitable (1) Lore of Undeath Necromantic Undead Poisoned Attacks Regeneration (5+) The Hunger Options May be mounted on a Terrorgheist (+185 points) May be a: Level 1 Wizard (+30 points) Level 2 Wizard (+60 points) May purchase magic items up to a total of 75 points May take Vampiric Powers up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Battle Magic Dark Magic Necromancy Hand Weapon Hand Weapon Dark Vitality Dark Vitality Flammable Flammable Hatred (X) Hatred (X) Indomitable (X) Indomitable (X) Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Poisoned Attacks Poisoned Attacks Regeneration (X+) Regeneration (X+) The Hunger The Hunger Terrorgheist (Mount) Vampiric Powers"},"3737":{"id":"vampire-counts/unit/strigoi-ghoul-king-draft-1.5.3.1","path":"vampire-counts/unit/strigoi-ghoul-king-draft-1.5.3.1","title":"Strigoi Ghoul King","pathText":"vampire counts unit strigoi ghoul king draft 1.5.3.1","type":"unit","body":"Strigoi Ghoul King Cost 145 Base Size 25 x 25 mm Unit Size 1 Type Strigoi Ghoul Kings Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Dark Magic Magic Lore Necromancy Equipment Hand weapon Wicked Claws scaly skin (counts as heavy armour) Special Rules Dark Vitality Flammable Ghoulkin Hatred (all enemies) Indomitable (1) Lore of Undeath Necromantic Undead Poisoned Attacks Regeneration (5+) The Hunger Vanguard Options May be a: Level 1 Wizard (+30), Level 2 Wizard (+60) May purchase magic items up to a total of 75 points May take Vampiric Powers up to a total of 75 points May be mounted on a Terrorgheist Regular Infantry Characters (Troop Types) Infantry Hand Weapon Wicked claws Wicked claws Heavy Armour Dark Vitality Dark Vitality Flammable Ghoulkin Ghoulkin Hatred (X) Indomitable (X) Indomitable (X) Lore of Undeath Necromantic Undead Necromantic Undead Poisoned Attacks Regeneration (X+) The Hunger The Hunger Vanguard Terrorgheist"},"3738":{"id":"vampire-counts/unit/terrorgheist","path":"vampire-counts/unit/terrorgheist","title":"Terrorgheist","pathText":"vampire counts unit terrorgheist","type":"unit","body":"Terrorgheist Cost 205 Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Filth-encrusted talons rancid maw calloused hide (counts as light armour) Special Rules Close Order Fly (9) Indomitable (1) Infested Large Target Necromantic Undead Regeneration (5+) Stomp Attacks (D6) Swiftstride Terror Wailing Dirge Behemoths Monsters Filth-Encrusted Talons Filth-Encrusted Talons Rancid Maw Rancid Maw Light Armour Light Armour Close Order Close Order Fly (X) Fly (X) Indomitable (X) Indomitable (X) Infested Infested Large Target Large Target Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Wailing Dirge Wailing Dirge"},"3739":{"id":"vampire-counts/unit/terrorgheist-draft-1.5.3.1","path":"vampire-counts/unit/terrorgheist-draft-1.5.3.1","title":"Terrorgheist","pathText":"vampire counts unit terrorgheist draft 1.5.3.1","type":"unit","body":"Terrorgheist Cost 205 Base Size 100 x 150 mm Unit Size 1 Type Terrorgheist Troop Type Behemoth Unit Category Monster Equipment Filth-encrusted talons rancid maw scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Indomitable (1) Infested Large Target Necromantic Undead Regeneration (5+) Stomp Attacks (D6) Swiftstride Terror Wailing Dirge (-2) A Terrorgheist may be included in your army as a character’s mount. If so, its points are added to that of its rider. When taken as a character mount, a Terrorgheist has the following profile: Behemoths Monsters Filth-encrusted talons Filth-encrusted talons Rancid maw Rancid maw Heavy Armour Close Order Fly (X) Indomitable (X) Indomitable (X) Infested Infested Large Target Necromantic Undead Necromantic Undead Regeneration (X+) Stomp Attacks (X) Swiftstride Terror Wailing Dirge (X) Wailing Dirge (X)"},"3740":{"id":"vampire-counts/unit/terrorgheist-mount","path":"vampire-counts/unit/terrorgheist-mount","title":"Terrorgheist (Mount)","pathText":"vampire counts unit terrorgheist mount","type":"unit","body":"A Terrorgheist may be included in your army as a character's mount. If so, its points are added to that of its rider. Terrorgheist (Mount) Cost Override +185 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Filth-encrusted talons rancid maw calloused hide (counts as light armour) Special Rules Close Order Fly (9) Indomitable (1) Infested Large Target Necromantic Undead Regeneration (5+) Stomp Attacks (D6) Swiftstride Terror Wailing Dirge Behemoths Monsters Filth-Encrusted Talons Filth-Encrusted Talons Rancid Maw Rancid Maw Light Armour Light Armour Close Order Close Order Fly (X) Fly (X) Indomitable (X) Indomitable (X) Infested Infested Large Target Large Target Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Wailing Dirge Wailing Dirge"},"3741":{"id":"vampire-counts/unit/tomb-banshee","path":"vampire-counts/unit/tomb-banshee","title":"Tomb Banshee","pathText":"vampire counts unit tomb banshee","type":"unit","body":"Tomb Banshee Cost 90 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Ethereal Indomitable (1) Magical Attacks Necromantic Undead Regeneration (6+) Terror Wailing Dirge Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Ethereal Ethereal Indomitable (X) Indomitable (X) Magical Attacks Magical Attacks Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Terror Terror Wailing Dirge Wailing Dirge"},"3742":{"id":"vampire-counts/unit/tomb-banshee-draft-1.5.3.1","path":"vampire-counts/unit/tomb-banshee-draft-1.5.3.1","title":"Tomb Banshee","pathText":"vampire counts unit tomb banshee draft 1.5.3.1","type":"unit","body":"Tomb Banshee Cost 90 Base Size 25 x 25 mm Unit Size 1 Type Tomb Banshees Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Special Rules Ethereal Indomitable (1) Magical Attacks Necromantic Undead Regeneration (6+) Terror Wailing Dirge (-1) s Regular Infantry Characters (Troop Types) Infantry Hand Weapon Ethereal Indomitable (X) Indomitable (X) Magical Attacks Necromantic Undead Necromantic Undead Regeneration (X+) Terror Wailing Dirge (X) Wailing Dirge (X)"},"3743":{"id":"vampire-counts/unit/vampire-count","path":"vampire-counts/unit/vampire-count","title":"Vampire Count","pathText":"vampire counts unit vampire count","type":"unit","body":"Vampire Count Cost 160 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Dark Vitality Flammable Indomitable (2) Lore of Undeath Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May take one of the following: Light armour (+3 points) Heavy armour (+6 points) May be mounted: Nightmare (+16 points) Coven Throne (+210 points) Abyssal Terror (+120 points) Zombie Dragon (+215 points) A Vampire Count may: Be a Level 1 Wizard (+30 points) Be a Level 2 Wizard (+60 points) Purchase magic items up to a total of 100 points Take Vampiric Powers up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Dark Magic Illusion Necromancy Hand Weapon Hand Weapon Dark Vitality Dark Vitality Flammable Flammable Indomitable (X) Indomitable (X) Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Light Armour Heavy Armour Nightmare Coven Throne Abyssal Terror Zombie Dragon Vampiric Powers"},"3744":{"id":"vampire-counts/unit/vampire-lord-draft-1.5.3.1","path":"vampire-counts/unit/vampire-lord-draft-1.5.3.1","title":"Vampire Lord","pathText":"vampire counts unit vampire lord draft 1.5.3.1","type":"unit","body":"Vampire Lord Cost 185 Base Size 25 x 25 mm Unit Size 1 Type Vampires Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Accursed Weapons Dark Vitality Flammable Indomitable (2) Lore of Undeath Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Lance (if appropriately mounted) (+4) May take a shield (+2) May take one of the following: Light armour (+3), Heavy armour (+6), Full Plate armour (+9) A Vampire Lord may: Be a Level 2 Wizard (+30), Be a Level 3 Wizard (+60), Purchase magic items up to a total of 100 points, Take Vampiric Powers up to a total of 100 points May be mounted on a Nightmare (+16 points) May be mounted on a Coven Throne May be mounted on a Abyssal Terror May be mounted on a Zombie Dragon Regular Infantry Characters (Troop Types) Infantry Hand Weapon Accursed Weapons Accursed Weapons Dark Vitality Dark Vitality Flammable Indomitable (X) Indomitable (X) Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Nightmare Coven Throne Abyssal Terror Zombie Dragon"},"3745":{"id":"vampire-counts/unit/vampire-thrall","path":"vampire-counts/unit/vampire-thrall","title":"Vampire Thrall","pathText":"vampire counts unit vampire thrall","type":"unit","body":"Vampire Thrall Cost 75 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Banner of the Count Dark Vitality Flammable Indomitable (1) Lore of Undeath Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May take one of the following: Light armour (+3 points) Heavy armour (+6 points) May be mounted: Nightmare (+16 points) Coven Throne (+210 points) A Vampire Thrall may: Be a Level 1 Wizard (+30 points) Purchase magic items up to a total of 50 points Take Vampiric Powers up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Dark Magic Illusion Necromancy Hand Weapon Hand Weapon Banner of the Count Banner of the Count Dark Vitality Dark Vitality Flammable Flammable Indomitable (X) Indomitable (X) Lore of Undeath Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Light Armour Heavy Armour Nightmare Coven Throne Vampiric Powers"},"3746":{"id":"vampire-counts/unit/vampire-thrall-draft-1.5.3.1","path":"vampire-counts/unit/vampire-thrall-draft-1.5.3.1","title":"Vampire Thrall","pathText":"vampire counts unit vampire thrall draft 1.5.3.1","type":"unit","body":"Vampire Thrall Cost 70 Base Size 25 x 25 mm Unit Size 1 Type Vampires Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Dark Magic Magic Lore Illusion Magic Lore Necromancy Equipment Hand weapon Special Rules Accursed Weapons Banner of the Count Dark Vitality Flammable Indomitable (1) Lore of Undeath Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Lance (if appropriately mounted) (+4) May take a shield (+2) May take one of the following: Light armour (+3), Heavy armour (+6), Full Plate armour (+9) A Vampire Thrall may: Be a Level 1 Wizard (+30), Be a Level 2 Wizard (+60), Purchase magic items up to a total of 50 points, Take Vampiric Powers up to a total of 50 points May be mounted on a Nightmare (+16 points) May be mounted on a Coven Throne Regular Infantry Characters (Troop Types) Infantry Hand Weapon Accursed Weapons Accursed Weapons Banner Of The Count Banner Of The Count Dark Vitality Dark Vitality Flammable Indomitable (X) Indomitable (X) Lore of Undeath Necromantic Undead Necromantic Undead Regeneration (X+) Nightmare Coven Throne"},"3747":{"id":"vampire-counts/unit/vargheists","path":"vampire-counts/unit/vargheists","title":"Vargheists","pathText":"vampire counts unit vargheists","type":"unit","body":"Vargheist Vargoyle Cost 61 Base Size 40 x 40 mm Unit Size 3+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Wicked claws Special Rules Armour Bane (2) Dark Vitality Flammable Fly (9) Frenzy Indomitable (1) Necromantic Undead Regeneration (6+) Skirmishers Options Any unit may upgrade one model to a Vargoyle (champion) (+7 points per unit) Monstrous Infantry Infantry Wicked Claws Wicked Claws Armour Bane (X) Armour Bane (X) Dark Vitality Dark Vitality Flammable Flammable Fly (X) Fly (X) Frenzy Frenzy Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation"},"3748":{"id":"vampire-counts/unit/vargheists-draft-1.5.3.1","path":"vampire-counts/unit/vargheists-draft-1.5.3.1","title":"Vargheists","pathText":"vampire counts unit vargheists draft 1.5.3.1","type":"unit","body":"Vargheist Vargoyle Cost 61 Base Size 40 x 40 mm Unit Size 2+ Type Vargheists Troop Type Monstrous Infantry Unit Category Infantry Equipment Wicked claws calloused hide (counts as light armour) Special Rules Armour Bane (2) Dark Vitality Dispersed Formation Flammable Fly (9) Furious Charge Indomitable (1) Impetuous Necromantic Undead Regeneration (5+) Skirmishers The Hunger Options Any unit may upgrade one model to a Vargoyle (champion) (+7) Monstrous Infantry Infantry Wicked claws Wicked claws Light Armour Armour Bane (X) Dark Vitality Dark Vitality Dispersed Formation Dispersed Formation Flammable Fly (X) Furious Charge Indomitable (X) Indomitable (X) Impetuous Necromantic Undead Necromantic Undead Regeneration (X+) Skirmishers The Hunger The Hunger"},"3749":{"id":"vampire-counts/unit/varghulf","path":"vampire-counts/unit/varghulf","title":"Varghulf","pathText":"vampire counts unit varghulf","type":"unit","body":"Varghulf Cost 140 Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws calloused hide (counts as light armour) Special Rules Bestial Fury Close Order Counter Charge Dark Vitality Flammable Frenzy Indomitable (1) Necromantic Undead Regeneration (5+) Swiftstride Terror Monstrous Creatures Monsters Wicked Claws Wicked Claws Light Armour Light Armour Bestial Fury Bestial Fury Close Order Close Order Counter Charge Counter Charge Dark Vitality Dark Vitality Flammable Flammable Frenzy Frenzy Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Swiftstride Swiftstride Terror Terror"},"3750":{"id":"vampire-counts/unit/varghulf-draft-1.5.3.1","path":"vampire-counts/unit/varghulf-draft-1.5.3.1","title":"Varghulf","pathText":"vampire counts unit varghulf draft 1.5.3.1","type":"unit","body":"Varghulf Cost 110 Base Size 50 x 50 mm Unit Size 1 Type Varghulf Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws scaly skin (counts as heavy armour) Special Rules Bestial Fury Close Order Counter Charge Dark Vitality Flammable Indomitable (1) Necromantic Undead Regeneration (5+) Swiftstride Terror The Hunger Monstrous Creatures Monsters Wicked claws Wicked claws Heavy Armour Bestial Fury Bestial Fury Close Order Counter Charge Dark Vitality Dark Vitality Flammable Indomitable (X) Indomitable (X) Necromantic Undead Necromantic Undead Regeneration (X+) Swiftstride Terror The Hunger The Hunger"},"3751":{"id":"vampire-counts/unit/wight-king","path":"vampire-counts/unit/wight-king","title":"Wight King","pathText":"vampire counts unit wight king","type":"unit","body":"Wight King Cost 85 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Indomitable (1) Killing Blow Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted on a Skeletal Steed (+14 points) A Wight King may purchase magic items up to a total of 100 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Indomitable (X) Indomitable (X) Killing Blow Killing Blow Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Skeletal Steed (Vampire Counts)"},"3752":{"id":"vampire-counts/unit/wight-king-draft-1.5.3.1","path":"vampire-counts/unit/wight-king-draft-1.5.3.1","title":"Wight King","pathText":"vampire counts unit wight king draft 1.5.3.1","type":"unit","body":"Wight King Cost 85 Base Size 25 x 25 mm Unit Size 1 Type Wights Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Indomitable (1) Killing Blow Necromantic Undead Regeneration (5+) Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Lance (if appropriately mounted) (+4) May take a shield (+2) A Wight King may purchase magic items up to a total of 100 points A Wight Lord may purchase magic items up to a total of 50 points May be mounted on a Skeletal Steed (+14 points) Regular Infantry Characters (Troop Types) Infantry Hand Weapon Heavy Armour Indomitable (X) Indomitable (X) Killing Blow Necromantic Undead Necromantic Undead Regeneration (X+) Skeletal Steed"},"3753":{"id":"vampire-counts/unit/wight-lord","path":"vampire-counts/unit/wight-lord","title":"Wight Lord","pathText":"vampire counts unit wight lord","type":"unit","body":"Wight Lord Cost 40 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Killing Blow Necromantic Undead Regeneration (6+) Wight Banner Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted on a Skeletal Steed (+14 points) A Wight Lord may purchase magic items up to a total of 50 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Killing Blow Killing Blow Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) Wight Banner Wight Banner Two Hand Weapons/Additional Hand Weapon Great Weapon Lance Shield Skeletal Steed (Vampire Counts)"},"3754":{"id":"vampire-counts/unit/wight-lord-draft-1.5.3.1","path":"vampire-counts/unit/wight-lord-draft-1.5.3.1","title":"Wight Lord","pathText":"vampire counts unit wight lord draft 1.5.3.1","type":"unit","body":"Wight Lord Cost 60 Base Size 25 x 25 mm Unit Size 1 Type Wights Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Killing Blow Necromantic Undead Regeneration (6+) Wight Banner Options May take one of the following: Additional hand weapon (+3), Great weapon (+4), Lance (if appropriately mounted) (+4) May take a shield (+2) A Wight King may purchase magic items up to a total of 100 points A Wight Lord may purchase magic items up to a total of 50 points May be mounted on a Skeletal Steed (+14 points) Regular Infantry Characters (Troop Types) Infantry Hand Weapon Heavy Armour Killing Blow Necromantic Undead Necromantic Undead Regeneration (X+) Wight Banner Wight Banner Skeletal Steed"},"3755":{"id":"vampire-counts/unit/zombie-dragon","path":"vampire-counts/unit/zombie-dragon","title":"Zombie Dragon","pathText":"vampire counts unit zombie dragon","type":"unit","body":"A Zombie Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Zombie Dragon Cost Override +215 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws pestilential breath draconic scales (counts as full plate armour) Special Rules Carrion Feeders Close Order Fly (9) Large Target Necromantic Undead Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Pestilential Breath Pestilential Breath Full Plate Armour Full Plate Armour Carrion Feeders Carrion Feeders Close Order Close Order Fly (X) Fly (X) Large Target Large Target Necromantic Undead Necromantic Undead Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"3756":{"id":"vampire-counts/unit/zombie-dragon-draft-1.5.3.1","path":"vampire-counts/unit/zombie-dragon-draft-1.5.3.1","title":"Zombie Dragon","pathText":"vampire counts unit zombie dragon draft 1.5.3.1","type":"unit","body":"Zombie Dragon Cost +215 Base Size 100 x 150 mm Unit Size 1 Type Zombie Dragon Troop Type Behemoth Unit Category Monster Equipment Wicked claws pestilential breath draconic scales (counts as full plate armour) Special Rules Carrion Feeders Close Order Fly (9) Large Target Necromantic Undead Stomp Attacks (D6) Swiftstride Terror A Zombie Dragon may only be included in your army as a character’s mount. Its points are added to that of its rider. Behemoths Monsters Wicked claws Wicked claws Pestilential breath Pestilential breath Full Plate Armour Carrion Feeders Carrion Feeders Close Order Fly (X) Large Target Necromantic Undead Necromantic Undead Stomp Attacks (X) Swiftstride Terror"},"3757":{"id":"vampire-counts/unit/zombies","path":"vampire-counts/unit/zombies","title":"Zombies","pathText":"vampire counts unit zombies","type":"unit","body":"Zombies Cost 3 Base Size 25 x 25 mm Unit Size 20-40 Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Horde Necromantic Undead Regeneration (6+) The Newly Dead Options Any unit may: Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Regular Infantry Infantry Hand Weapon Hand Weapon Close Order Close Order Horde Horde Necromantic Undead Necromantic Undead Regeneration (X+) Regeneration (X+) The Newly Dead The Newly Dead"},"3758":{"id":"vampire-counts/unit/zombies-draft-1.5.3.1","path":"vampire-counts/unit/zombies-draft-1.5.3.1","title":"Zombies","pathText":"vampire counts unit zombies draft 1.5.3.1","type":"unit","body":"Zombie Cost 3 Base Size 25 x 25 mm Unit Size 20+ Type Zombies Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Close Order Horde Necromantic Undead Regeneration (6+) Shambling Horde. Options Any unit may: Upgrade one model to a standard bearer (+5), Upgrade one model to a musician (+5) Regular Infantry Infantry Hand Weapon Close Order Horde Necromantic Undead Necromantic Undead Regeneration (X+) Shambling Horde Shambling Horde"},"3759":{"id":"vampire-counts/weapon/filth-encrusted-claws","path":"vampire-counts/weapon/filth-encrusted-claws","title":"Filth-Encrusted Claws","pathText":"vampire counts weapon filth encrusted claws","type":"rule","body":"Filth-Encrusted Claws Poisoned Attacks Poisoned Attacks"},"3760":{"id":"vampire-counts/weapon/filth-encrusted-claws-draft-1.5.3.1","path":"vampire-counts/weapon/filth-encrusted-claws-draft-1.5.3.1","title":"Filth-encrusted claws","pathText":"vampire counts weapon filth encrusted claws draft 1.5.3.1","type":"rule","body":"Filth-encrusted claws Poisoned Attacks Poisoned Attacks"},"3761":{"id":"vampire-counts/weapon/filth-encrusted-talons","path":"vampire-counts/weapon/filth-encrusted-talons","title":"Filth-Encrusted Talons","pathText":"vampire counts weapon filth encrusted talons","type":"rule","body":"Filth-Encrusted Talons Armour Bane (1) Poisoned Attacks Armour Bane (X) Poisoned Attacks"},"3762":{"id":"vampire-counts/weapon/filth-encrusted-talons-draft-1.5.3.1","path":"vampire-counts/weapon/filth-encrusted-talons-draft-1.5.3.1","title":"Filth-encrusted talons","pathText":"vampire counts weapon filth encrusted talons draft 1.5.3.1","type":"rule","body":"Filth-encrusted talons Armour Bane (1) Poisoned Attacks Armour Bane (X) Poisoned Attacks"},"3763":{"id":"vampire-counts/weapon/pestilential-breath","path":"vampire-counts/weapon/pestilential-breath","title":"Pestilential Breath","pathText":"vampire counts weapon pestilential breath","type":"rule","body":"Pestilential Breath Breath Weapon Breath Weapon"},"3764":{"id":"vampire-counts/weapon/pestilential-breath-draft-1.5.3.1","path":"vampire-counts/weapon/pestilential-breath-draft-1.5.3.1","title":"Pestilential breath","pathText":"vampire counts weapon pestilential breath draft 1.5.3.1","type":"rule","body":"Pestilential breath Breath Weapon Breath Weapon"},"3765":{"id":"vampire-counts/weapon/poisonous-tail","path":"vampire-counts/weapon/poisonous-tail","title":"Poisonous Tail","pathText":"vampire counts weapon poisonous tail","type":"rule","body":"Poisonous Tail Poisoned Attacks Strike First Notes: In combat, this model may make one of its attacks each turn with this weapon. Poisoned Attacks Strike First"},"3766":{"id":"vampire-counts/weapon/poisonous-tail-draft-1.5.3.1","path":"vampire-counts/weapon/poisonous-tail-draft-1.5.3.1","title":"Poisonous tail","pathText":"vampire counts weapon poisonous tail draft 1.5.3.1","type":"rule","body":"Poisonous tail Poisoned Attacks Strike First In combat, this model may make one of its attacks each turn with this weapon. Poisoned Attacks Strike First"},"3767":{"id":"vampire-counts/weapon/rancid-maw","path":"vampire-counts/weapon/rancid-maw","title":"Rancid Maw","pathText":"vampire counts weapon rancid maw","type":"rule","body":"Rancid Maw Armour Bane (1) Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon. Armour Bane (X) Multiple Wounds (X)"},"3768":{"id":"vampire-counts/weapon/rancid-maw-draft-1.5.3.1","path":"vampire-counts/weapon/rancid-maw-draft-1.5.3.1","title":"Rancid maw","pathText":"vampire counts weapon rancid maw draft 1.5.3.1","type":"rule","body":"Rancid maw Armour Bane (1) Multiple Wounds (2) Armour Bane (X) Multiple Wounds (X)"},"3769":{"id":"vampire-counts/weapon/spectral-lance-draft-1.5.3.1","path":"vampire-counts/weapon/spectral-lance-draft-1.5.3.1","title":"Spectral Lance","pathText":"vampire counts weapon spectral lance draft 1.5.3.1","type":"rule","body":"Spectral Lance Armour Bane (1) Armour Bane (X)"},"3770":{"id":"vampire-counts/weapon/spectral-scythe-black-coach","path":"vampire-counts/weapon/spectral-scythe-black-coach","title":"Spectral Scythe (Black Coach)","pathText":"vampire counts weapon spectral scythe black coach","type":"rule","body":"Spectral Scythe (Black Coach) Magical Attacks Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3771":{"id":"vampire-counts/weapon/spectral-scythe-cairn-wraith","path":"vampire-counts/weapon/spectral-scythe-cairn-wraith","title":"Spectral Scythe (Cairn Wraith)","pathText":"vampire counts weapon spectral scythe cairn wraith","type":"rule","body":"Spectral Scythe (Cairn Wraith) Magical Attacks Multiple Wounds (D3) Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Magical Attacks Multiple Wounds (X) Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3772":{"id":"vampire-counts/weapon/spectral-scythe-draft-1.5.3.1","path":"vampire-counts/weapon/spectral-scythe-draft-1.5.3.1","title":"Spectral scythe","pathText":"vampire counts weapon spectral scythe draft 1.5.3.1","type":"rule","body":"Spectral scythe Magical Attacks Multiple Wounds (D3) No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Magical Attacks Multiple Wounds (X)"},"3773":{"id":"vampire-counts/weapon/wicked-claws-draft-1.5.3.1","path":"vampire-counts/weapon/wicked-claws-draft-1.5.3.1","title":"Wicked claws","pathText":"vampire counts weapon wicked claws draft 1.5.3.1","type":"rule","body":"Wicked claws"},"3774":{"id":"war-machines/prose","path":"war-machines/prose","title":"War Machines","pathText":"war machines prose","type":"rule","body":"War machines are mechanical constructions that hurl massive projectiles at the foe. Bolt throwers, cannon and stone throwers are all war machines, and there are many other bizarre contraptions to be found in the Warhammer world. The following sections present the rules and weapon profiles for the most commonly seen types of war machine. Still more exotic types can be found in the various army lists, representing war machines unique to a certain race. For the most part, these exotic war machines will use the rules presented here with a few minor alterations or additional special rules, the better to reflect their unique nature. For clarity, any war machine that uses one of the profiles presented here will have the name of the weapon and profile given as part of its 'equipment'."},"3775":{"id":"war-machines/prose/basing-war-machines","path":"war-machines/prose/basing-war-machines","title":"Basing War Machines","pathText":"war machines prose basing war machines","type":"rule","body":"Although war machines and their crew are treated as a single model, the models that represent the crew are most often based individually, separate to the war machine itself. Accordingly, a war machine’s profile will give a base size for both the war machine and its crew. The benefit of basing a war machine’s crew separately is that, for each Wound the crew loses, you can remove one of the crew models as a reminder. During deployment, the models representing a war machine’s crew should be positioned adjacent to and in base contact with it. Once placed, the models must remain in position, adjacent to their war machine. Individual crew models should be ignored for the purposes of measurement or when determining line of sight. However, many players like to base their war machines and crew together on a single large base, making of their war machines small dioramas that show the crew hard at work. This is perfectly acceptable. War Machines"},"3776":{"id":"war-machines/prose/black-powder-misfire-table","path":"war-machines/prose/black-powder-misfire-table","title":"Black Powder Misfire Table","pathText":"war machines prose black powder misfire table","type":"rule","body":"Black powder weapons are temperamental and prone to malfunctioning – often in spectacular fashion. Whenever a black powder weapon misfires (be it a cannon, organ gun, mortar, fire thrower, or something more exotic), roll on the table below and apply the result immediately: Black Powder Misfire Table D6 Result 1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and a cloud of black smoke hanging in the air. The model is destroyed and immediately removed from play. 2-4 Malfunction: One of the crew has become caught in the firing mechanism. This problem can be fixed, but only by partially dismantling the weapon, the crew member, or both. The crew immediately loses one Wound, the model fails to shoot this turn and cannot shoot before the end of the next round. 5-6 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew will be feeling rather foolish! The model fails to shoot this turn."},"3777":{"id":"war-machines/prose/bolt-throwers","path":"war-machines/prose/bolt-throwers","title":"Bolt Throwers","pathText":"war machines prose bolt throwers","type":"rule","body":"Bolt throwers are huge crossbows that shoot spear-sized missiles. They are relatively simple weapons, far less prone to malfunction than many, supposedly more advanced, war machines. Bolt Thrower Bolt Thrower Cumbersome Move or Shoot Multiple Wounds (2) Through & Through Repeater Bolt Thrower Repeater Bolt Thrower Cumbersome Move or Shoot Multiple Wounds (2) Rapid Fire Through & Through Cumbersome Move or Shoot Multiple Wounds (X) Through & Through Cumbersome Move or Shoot Multiple Wounds (X) Rapid Fire Through & Through"},"3778":{"id":"war-machines/prose/bombardment","path":"war-machines/prose/bombardment","title":"Bombardment","pathText":"war machines prose bombardment","type":"rule","body":"When shooting with this weapon, work your way through the following steps: 1. Choose Target: Choose an enemy unit that is within the war machine’s line of sight and between its minimum and maximum range to be the target and place the blast template so that its central hole is directly over the centre of that unit. 2. Scatter: Once the template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice: If a 'Misfire' is rolled on the Artillery dice, something has gone horribly wrong. Roll immediately on the appropriate Misfire table to determine exactly what. If a 'Hit!' is rolled on the Scatter dice, the shot has landed on target and the number shown on the Artillery dice is ignored. If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath the template risks being hit: A single model whose base lies underneath the central hole of the blast template is struck by the projectile and suffers a hit with higher Strength and Armour Piercing characteristics, as shown in brackets on the war machine's profile. All other hits are resolved using the war machine's normal Strength and Armour Piercing characteristics. Templates"},"3779":{"id":"war-machines/prose/cannon","path":"war-machines/prose/cannon","title":"Cannon","pathText":"war machines prose cannon","type":"rule","body":"Cannon are devastating, if sometimes unpredictable, weapons. When they work, cannon can shatter an enemy’s lines. However, should they misfire, the results can be spectacular. The following profiles represent the sizes of cannon most often seen: Cannon Cannon Armour Bane (2) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (D3) Great Cannon Great Cannon Armour Bane (2) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (D3+1) Notes: Cannon (of any type) do not use their crew's Ballistic Skill. Instead, they shoot using the Cannon Fire special rule. This weapon uses the Black Powder Misfire table. Armour Bane (X) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (X) Armour Bane (X) Cannon Fire Cumbersome Move or Shoot Multiple Wounds (X) Cannon Fire Black Powder Misfire Table"},"3780":{"id":"war-machines/prose/cannon-fire","path":"war-machines/prose/cannon-fire","title":"Cannon Fire","pathText":"war machines prose cannon fire","type":"rule","body":"1. Choose Target Point: Choose a point within both the war machine's line of sight and maximum range. This does not have to be an enemy model; it can be a point on the ground. Once you have chosen your target point, mark it with a small marker. 2. Fire: Once the target point has been marked, roll an Artillery dice: If a 'Misfire' is rolled, something has gone horribly wrong. Roll immediately on the appropriate Misfire table to determine exactly what. If a number is rolled, move the target point marker that many inches, directly away from the cannon. This is the ‘strike point’ – the point at which the cannonball strikes the ground. 3. Bounce: Unless the cannon misfired, the cannonball will bounce from the strike point, tearing through anything in its path. To determine how far the cannonball bounces, roll another Artillery dice: If a 'Misfire' is rolled, the cannonball buries itself in the ground and comes to a rest. If a number is rolled, the cannonball bounces, as shown in Fig 226.1. Measure the distance of the bounce from the strike point, directly away from the cannon. 4. Determine Hits: Once the strike point and the distance of the bounce have been established, it is time to determine which models (if any) have been hit: Any model whose base lies underneath the strike point is hit automatically. Any model whose base lies under the path of the bouncing cannonball is hit automatically. However, should a cannonball bounce through a formed unit, it can hit a maximum of: One model per rank, if the cannon lies in the unit’s front or rear arc. One model per file, if the cannon lies in the unit’s flank arc. Models that lie fully beyond the distance of the bounce are not hit. 5. Crunch: Sometimes, a bouncing cannonball will encounter something that stops it dead: If the cannonball hits a model whose troop type is monstrous creature or behemoth, it stops immediately. No further models are hit. If the path of the cannonball meets a hill, impassable terrain or a high linear obstacle, it stops immediately. No further models are hit. Monstrous Creatures Behemoths"},"3781":{"id":"war-machines/prose/column-of-fire","path":"war-machines/prose/column-of-fire","title":"Column of Fire","pathText":"war machines prose column of fire","type":"rule","body":"When shooting with a fire thrower, use the flame template, placing the narrow end so that it touches the model’s base edge anywhere along its front arc and the broad end so that it points towards the intended target. The template may then be moved a number of inches directly away from the fire thrower, up to its maximum range, measured from the narrow end of the template. Note that this does allow the broad end of the flame template to extend beyond the fire thrower’s maximum given Range. Once the flame template has been placed, roll an Artillery dice: If a 'Misfire' is rolled, something has gone horribly wrong. Roll immediately on the appropriate Misfire table to determine exactly what. If a number is rolled, move the flame template that many inches, directly away from the fire thrower. This is where the column of fire shot from the weapon lands. Any model whose base lies underneath the template risks being hit. Black Powder Misfire Table Templates"},"3782":{"id":"war-machines/prose/fire-throwers","path":"war-machines/prose/fire-throwers","title":"Fire Throwers","pathText":"war machines prose fire throwers","type":"rule","body":"A fire thrower consists of an airtight copper-lined barrel and a fluid chamber filled with a sticky alchemical sludge. When triggered, a fire thrower launches a torrent of noxious chemicals, which ignite as they pass over an ignition flame in the weapon’s barrel, incinerating anyone and anything unfortunate enough to be caught in the blast. Fire Thrower Column of Fire Cumbersome Flaming Attacks Move or Shoot Notes: Fire throwers do not use their crew's Ballistic Skill. Instead, they shoot using the Column of Fire special rule. This weapon uses the Black Powder Misfire table. Column of Fire Cumbersome Flaming Attacks Move or Shoot Column of Fire Black Powder Misfire Table"},"3783":{"id":"war-machines/prose/grapeshot","path":"war-machines/prose/grapeshot","title":"Grapeshot","pathText":"war machines prose grapeshot","type":"rule","body":"Instead of firing normally, cannon crew can opt to fire grapeshot. They do this by loading the gun with canisters filled with rusty nails, handgun bullets and other small projectiles – effectively creating a huge blunderbuss. Grapeshot Cumbersome Move or Shoot Needs More Nails Notes: Cannon (of any type) do not use their crew’s Ballistic Skill when firing grapeshot. Instead, they shoot using the Needs More Nails special rule. This weapon uses the Black Powder Misfire table. Cumbersome Move or Shoot Needs More Nails Needs More Nails Black Powder Misfire Table"},"3784":{"id":"war-machines/prose/indirect-fire","path":"war-machines/prose/indirect-fire","title":"Indirect Fire","pathText":"war machines prose indirect fire","type":"rule","body":"A weapon that shoots using the Bombardment special rule can do so even if it cannot draw a line of sight to its target by hurling a shot high into the sky, passing over intervening regiments and even terrain. However, such indirect fire is inaccurate at best, as the war machine’s crew have to guess where their foe lies, based upon information provided by scouts. If you wish to fire indirectly, declare that you will do so before taking the war machine’s shot. An indirect shot does not require a line of sight to the target unit, but is otherwise treated as a normal shot. An indirect shot is not as accurate as one where the crew can see their target: If an arrow is rolled on the Scatter dice, resolve the scatter as normal. If a 'Hit!' is rolled on the Scatter dice, the shot does not land on target (as would normally be the case) but merely scatters less – how much less depends greatly on the skill of the crew. Use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). Bombardment"},"3785":{"id":"war-machines/prose/mortars","path":"war-machines/prose/mortars","title":"Mortars","pathText":"war machines prose mortars","type":"rule","body":"These short, heavy weapons lob a hollow, explosive shell high into the air to drop onto its target. This shell explodes with great force, scattering razor-sharp shrapnel capable of cutting easily through even the heaviest of armour over a wide area. Mortar Armour Bane (1) Bombardment Cumbersome Move or Shoot Multiple Wounds (D3) Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots like a stone thrower, using the Bombardment special rule. This weapon uses a 5\" blast template and the Black Powder Misfire table. The Multiple Wounds (D3) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Armour Bane (X) Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Bombardment Black Powder Misfire Table Multiple Wounds (X)"},"3786":{"id":"war-machines/prose/multi-barrelled","path":"war-machines/prose/multi-barrelled","title":"Multi-Barrelled","pathText":"war machines prose multi barrelled","type":"rule","body":"When shooting with an organ gun, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice: If a 'Misfire' is rolled on one of the Artillery dice, the complex firing mechanism displays one of its all too common faults. All shots fired from the organ gun this turn suffer an additional -1 To Hit modifier. If a 'Misfire' is rolled on both of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. After determining the number of shots, roll To Hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers. Black Powder Misfire Table"},"3787":{"id":"war-machines/prose/needs-more-nails","path":"war-machines/prose/needs-more-nails","title":"Needs More Nails","pathText":"war machines prose needs more nails","type":"rule","body":"Loading a cannon with shrapnel is not a precise art. When firing grapeshot, check range and declare a target as normal, then roll an Artillery dice: If a 'Misfire' is rolled, something has gone horribly wrong. Roll immediately on the appropriate Misfire table to determine exactly what. If a number is rolled, the target unit suffers that many automatic hits."},"3788":{"id":"war-machines/prose/organ-guns","path":"war-machines/prose/organ-guns","title":"Organ Guns","pathText":"war machines prose organ guns","type":"rule","body":"The multi-barrelled organ gun is so called because its array of barrels resembles the pipes of a musical organ. An organ gun lacks the range and power of a cannon, but fires a barrage of shots. Organ Gun Armour Bane (2) Cumbersome Move or Shoot Multi-Barrelled Notes: This weapon uses the Black Powder Misfire table. Armour Bane (X) Cumbersome Move or Shoot Multi-Barrelled Black Powder Misfire Table"},"3789":{"id":"war-machines/prose/rapid-fire","path":"war-machines/prose/rapid-fire","title":"Rapid Fire","pathText":"war machines prose rapid fire","type":"rule","body":"Instead of shooting normally, a repeater bolt thrower can ‘rapid fire’ a number of smaller bolts, with the profile given below. If this special rule is used, all shots must be at the same target. Rapid Fire Armour Bane (1) Cumbersome Move or Shoot Multiple Shots (D3+3) Armour Bane (X) Cumbersome Move or Shoot Multiple Shots (X)"},"3790":{"id":"war-machines/prose/stone-thrower-misfire-table","path":"war-machines/prose/stone-thrower-misfire-table","title":"Stone Thrower Misfire Table","pathText":"war machines prose stone thrower misfire table","type":"rule","body":"Stone Thrower Misfire Table D6 Result 1 Destroyed: The weapon cannot take the strain! Bits of wood and metal debris are thrown into the air and the stone tumbles to the ground. The model is destroyed and immediately removed from play. 2-4 Malfunction: One of the crew has become caught in the firing mechanism. This problem can be fixed, but only by partially dismantling the weapon, the crew member, or both. The crew immediately loses one Wound, the model fails to shoot this turn and cannot shoot before the end of the next round. 5-6 Twang: Something has snapped. This is a rather minor mishap, but one that will require plenty of elbow grease and strong language to repair. The model fails to shoot this turn."},"3791":{"id":"war-machines/prose/stone-throwers","path":"war-machines/prose/stone-throwers","title":"Stone Throwers","pathText":"war machines prose stone throwers","type":"rule","body":"Stone throwers lob large rocks high into the air to come crashing upon enemy ranks. The very largest can hurl a projectile big enough to flatten monsters and knock down city walls. Stone Thrower Bombardment Cumbersome Move or Shoot Multiple Wounds (D3+1) Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the Bombardment special rule. This weapon uses a 3\" blast template and the Stone Thrower Misfire table table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Bombardment Stone Thrower Misfire Table Multiple Wounds (X)"},"3792":{"id":"war-machines/prose/through-and-through","path":"war-machines/prose/through-and-through","title":"Through & Through","pathText":"war machines prose through and through","type":"rule","body":"A bolt thrower shot can cut through several ranks of troops. If the target of a bolt thrower is a formed unit of any type (be it Close Order, Open Order and so on), and if the roll To Hit is successful, the shot causes: One hit per rank (including the rear rank, even if it is incomplete), if the bolt thrower lies in the unit’s front or rear arc. One hit per file, if the bolt thrower lies in the unit’s flank arc. However, a bolt can quickly lose power as it passes through armour and flesh. To represent this, the bolt thrower suffers a -1 modifier to its Strength characteristic for each hit after the first. Note that, should the Strength of a hit be reduced to 0, it has no effect and no further hits are caused."},"3793":{"id":"warhammer-battles/prose","path":"warhammer-battles/prose","title":"Warhammer Battles","pathText":"warhammer battles prose","type":"rule","body":"Two armies, met by chance or by design, must now battle for supremacy! Who knows what grim deeds have brought them to this bloody ground? Whether they fight for glory, vengeance, justice or the simple act of slaughter matters not. When the sun falls upon the field, the carnage will begin, and only the routing of the foe or the fall of night will bring it to an end."},"3794":{"id":"warhammer-battles/prose/alternating-units","path":"warhammer-battles/prose/alternating-units","title":"Alternating Units","pathText":"warhammer battles prose alternating units","type":"rule","body":"If a scenario calls upon players to alternate deployment of units, the winner of a roll-off can choose which player will deploy the first unit. Players then take turns, each deploying a single, non-character unit within their deployment zone, saving characters until last. All of the war machines in your army must be deployed at the same time, but can be placed at different locations within your deployment zone. All of the characters in your army are deployed last, and all at the same time, but can be placed at different locations within your deployment zone."},"3795":{"id":"warhammer-battles/prose/break-point-warhammer-battles","path":"warhammer-battles/prose/break-point-warhammer-battles","title":"Break Point (Warhammer Battles)","pathText":"warhammer battles prose break point warhammer battles","type":"rule","body":"Some battles are bitter affairs, fought between armies that offer no quarter and will expect no mercy. Where a pitched battle might end after several hours with both armies falling back, a battle fought until break point will rage on until one side is literally broken and destroyed, its scattered remnants cut down by pursuing enemies. Of the losing side, there is seldom little trace left come the morrow. This scenario represents a battle fought to the grim death – a battle not unlike a pitched battle, but one that will rage until one side is forced to concede. Set-up Place terrain as described. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length There is no turn limit for this scenario. Instead, the battle will last until one side reaches its 'break point' or until one side concedes. Scenario Special Rules Break Point: All armies have a breaking point. This is equal to a quarter (25%) of the total Unit Strength of the army at the start of the game. To calculate the break point of your army, simply add together the Unit Strength of every unit (including characters) in your muster list and divide the total by four, rounding fractions down. With each model removed from play as a casualty and with each unit destroyed, an army approaches its break point. If, during any Start of Turn sub-phase, the remaining Unit Strength of either army has fallen below its break point, that army is considered to have 'broken'. At this point, the game ends as models begin to flee, crumble into dust, dematerialise, and so forth. Note that units that have pursued a fleeing enemy off the battlefield and units held in reserve count as being on the battlefield for the purposes of determining whether or not an army has reached its break point. Victory! If the game ends with one army having broken, the unbroken army achieves a crushing victory. Should both armies fall below their break point at the same time, use Victory Points to determine which player is the winner. Historical Recreation The Doom of Odo Todmeyer III took place deep within the Forest of Shadows. To represent this, you should endeavour to include as many woods as possible when setting up the battlefield. The battle was fought between the remnants of the Grand Army of Osterlund (an Empire army) and a much larger force of Beastmen. The Grand Army of Osterlund was led by Odo Todmeyer III, who should be represented by an Empire General mounted on a warhorse. The Beastmen far outnumbered the Grand Army of Osterlund. To reflect this, the Beastman player should have at least 25% more points to spend on their army than their opponent. However, much of this army emerged from the dark woods to entrap the Osterlunders. Therefore, at least half of all Beastman units with either the Ambushers or the Beastmen Ambush special rule should be held in reserve. Placing Terrain (Battlefield Terrain) Alternating Units Victory Points (Warhammer Battles)"},"3796":{"id":"warhammer-battles/prose/choosing-a-pitched-battle-scenario","path":"warhammer-battles/prose/choosing-a-pitched-battle-scenario","title":"Choosing a Pitched Battle Scenario","pathText":"warhammer battles prose choosing a pitched battle scenario","type":"rule","body":"There are two methods players can use to decide a pitched battle scenario prior to a game. The first method is for the players to simply discuss the matter and agree which scenario to use. This gives the maximum amount of choice and ensures that you don't end up with a scenario that neither player particularly wants to play. The second method is to choose randomly, by rolling a D6 and consulting the Pitched Battle table shown below: Pitched Battle Table D6 Scenario 1 Open Battle 2 Break Point 3 Flank Attack 4 Meeting Engagement 5 Mountain Pass 6 Command & Control Open Battle Break Point (Warhammer Battles) Flank Attack Meeting Engagement Mountain Pass Command & Control"},"3797":{"id":"warhammer-battles/prose/command-and-control","path":"warhammer-battles/prose/command-and-control","title":"Command & Control","pathText":"warhammer battles prose command and control","type":"rule","body":"The Old World is dotted with many important landmarks, be they watchtowers, arcane monoliths, grand mausoleums and more besides. Many battles are fought around such landmarks, and very often control of the feature is a great boon to an army, either in terms of morale, position, or something more ethereal. This scenario represents a battle fought for control of a special feature – a significant terrain feature at the centre of the table. This may be any special feature. Set-up Place terrain as described. In addition, place a single special feature in the centre of the battlefield (players should agree which special feature to use from the terrain available). Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length Before the game begins, players can choose to play a 'fixed' length game or a 'random' length game: Fixed Game Length: The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Random Game Length: The battle will last a random number of rounds or until one side concedes. Starting at the end of the fifth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the total is 10 or more, the battle ends immediately. If the total is less than 10 then the battle continues for at least one more round. Scenario Special Rules This scenario has no special rules. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. The player that controls the special feature at the end of the battle wins a bonus of 200 Victory Points (in addition to any bonus controlling the special feature may normally give). Historical Recreation The battle of the Lonely Reaver's Point watchtower was by no means a grand affair. It was fought between lowly peasants, eking a meagre existence as fishermen along the hostile coastline of Bretonnia, and a ragtag warband of Goblin raiders, likely forced down from the Pale Sisters by Orc aggression. The armies used to recreate the battle, then, should be equally humble. The Bretonnian army should contain no knights of any type – only peasant soldiers. The Goblin army should contain no Orcs of any type – only Goblins. Beyond this, there are no restrictions, and including war machines and Wizards will only add to the chaotic fun and confusion. This should be a fun battle to recreate and, more than any other discussed in this section, players are encouraged to abandon army composition rules, and even points values, when recreating the Lonely Tower. The less constrained by such rules the players are, the more fun the game will be. Special Features (Battlefield Terrain) Placing Terrain (Battlefield Terrain) Special Features (Battlefield Terrain) Alternating Units Victory Points (Warhammer Battles)"},"3798":{"id":"warhammer-battles/prose/conceding","path":"warhammer-battles/prose/conceding","title":"Conceding","pathText":"warhammer battles prose conceding","type":"rule","body":"If one player concedes the battle, the game ends and victory goes to their opponent, who is awarded all of the available Victory Points."},"3799":{"id":"warhammer-battles/prose/dead-or-fled-warhammer-battles","path":"warhammer-battles/prose/dead-or-fled-warhammer-battles","title":"Dead or Fled (Warhammer Battles)","pathText":"warhammer battles prose dead or fled warhammer battles","type":"rule","body":"The most usual way to win Victory Points is by destroying, routing or significantly reducing the fighting strength of enemy units: Each enemy unit that has been destroyed or that has fled off the battlefield is worth a number of Victory Points equal to 100% of its points cost. Each enemy unit that is fleeing at the end of the battle is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). For example, a unit that cost your opponent 351 points to field would be worth 176 Victory Points to you if it is fleeing when the battle ends. Each enemy unit that has been reduced to 25% of its starting Unit Strength or less at the end of the battle or, if its Unit Strength is equal to its starting Wounds, to 25% of its starting Wounds or less at the end of the battle, is worth a number of Victory Points equal to 50% of its points cost (rounding fractions up). Victory Points (Warhammer Battles) Unit Strength"},"3800":{"id":"warhammer-battles/prose/deployment","path":"warhammer-battles/prose/deployment","title":"Deployment","pathText":"warhammer battles prose deployment","type":"rule","body":"All scenarios include a map showing deployment zones and include instructions for the deployment of armies. These instructions might describe a unique method, but most often they will instruct players to follow the alternating units method. Some scenarios may also instruct players to keep a portion of their army in reserve. Alternating Units Reserves"},"3801":{"id":"warhammer-battles/prose/first-turn","path":"warhammer-battles/prose/first-turn","title":"First Turn","pathText":"warhammer battles prose first turn","type":"rule","body":"How to determine which player takes the first turn is detailed in each scenario. In most scenarios, the winner of a roll-off chooses who takes the first turn."},"3802":{"id":"warhammer-battles/prose/flank-attack","path":"warhammer-battles/prose/flank-attack","title":"Flank Attack","pathText":"warhammer battles prose flank attack","type":"rule","body":"Sometimes a cunning general will divide their strength, sending a portion of their army to range wide in order to outflank the enemy. Such tactics are sound and, if all goes well, are likely to deliver a swift victory. But there are times when an equally cunning enemy has the same plan. This scenario represents a battle in which both armies have assigned a number of units the task of outflanking the enemy. As these flanking forces choose their angle of attack in secret, there is as equal a chance that they will deploy facing one another as there is that they will find the unprotected flank of the main enemy force. Set-up Place terrain as described. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Prior to deployment, both players secretly divide their armies into two forces – the main force and the flanking force: A flanking force must contain at least one non-character unit and can be worth up to 33% of the total points value of the army (for example, in a 2,000 points game, your flanking force may be worth up to 666 points). A flanking force may include characters, but cannot include the General. Once flanking forces have been selected, each player secretly makes a note of which flank (left or right) theirs will be deployed upon. Then, starting with the player that won the roll-off, the players deploy their main forces within their central deployment zone, using the alternating units method. Finally, after both players have finished deploying their main forces, the players reveal where their flanking forces are to be deployed. Starting with the player that won the roll-off, the players deploy their flanking forces within their chosen 18\" flank zone, using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. Game Length The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Scenario Special Rules Other than the special deployment rules already given, this scenario has no special rules. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. Historical Recreation The battle of Pine Crags took place within a rocky ravine deep in Athel Loren. To represent this, you should endeavour to include as many woods and areas of rocky terrain (be they difficult, dangerous or impassable) as possible when setting up the battlefield. The battle was fought between a rag-tag army of Dwarf treasure hunters and a (possibly larger) force of Wood Elves. The Dwarf army should contain very few elite troops (such as Hammerers, Ironbreakers or Irondrakes) and no war machines or Runesmiths. Due to their important role, it must contain a unit of Dwarf Rangers in reserve. The Wood Elves caught the Dwarf army largely by surprise as it marched through Athel Loren, cutting down trees. To represent this, the Wood Elf player will automatically take the first turn. Placing Terrain (Battlefield Terrain) Alternating Units Victory Points (Warhammer Battles)"},"3803":{"id":"warhammer-battles/prose/game-length-warhammer-battles","path":"warhammer-battles/prose/game-length-warhammer-battles","title":"Game Length (Warhammer Battles)","pathText":"warhammer battles prose game length warhammer battles","type":"rule","body":"Most games last for six rounds. Some last a variable number of rounds – where this is the case, the details will be given in the scenario."},"3804":{"id":"warhammer-battles/prose/historical-recreation","path":"warhammer-battles/prose/historical-recreation","title":"Historical Recreation","pathText":"warhammer battles prose historical recreation","type":"rule","body":"As mentioned previously, each pitched battle scenario includes guidance to recreate the historical battle that inspired it. In addition, the introduction to each scenario gives a brief description of the battle, telling why it was fought and the outcome. Here you will learn which armies to use along with suggestions of certain models or units to include in order to represent historical figures or famous regiments. They may also specify certain terrain features to include, or present special rules to use, the better to reflect the unique circumstances of that battle. These rules are intended for players who want to explore a more narrative style of play and should be treated as ideas to explore freely, rather than as strict rules which must be adhered to. The challenge of such games is simple – were you the general on that fateful day, would the history books record a different outcome?"},"3805":{"id":"warhammer-battles/prose/meeting-engagement","path":"warhammer-battles/prose/meeting-engagement","title":"Meeting Engagement","pathText":"warhammer battles prose meeting engagement","type":"rule","body":"It is not uncommon for two armies to cross paths unexpectedly and immediately deploy from Marching Columns into battle lines. More often than not, the fighting starts while rear elements of the armies are still marching towards the battlefield. In such a sudden clash, there is little time for careful consideration or planning. This scenario represents a battle fought between marching armies, in which the outcome can hinge upon the timely arrival of reserve forces and where the initial battle lines can be most uneven. Set-up Place terrain as described. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Before deploying their army, each player rolls a D6 for each unit, including each character and war machine, in their army. On a roll of 1, the unit must be held back as reserves (see below). Once a roll has been made for each unit, those that are not held in reserve can be deployed. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Scenario Special Rules Reserves: Reserves are not deployed at the start of the battle. Instead they can enter play during the Compulsory Moves sub-phase of any turn – other than the first – of their controlling player's choosing. When they arrive, reserves may enter the battlefield from any point on the long battlefield edge within their deployment zone, and move on using the rules for reinforcements. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. Historical Recreation The Drakwald Forest incident was a battle fought between two armies of the Empire from rival provinces towards the end of a civil war that had raged for a thousand years. The army of Reikland should include a Witch Hunter, representing the firebrand Dietrich Haslav, whose actions arguably sparked the incident. In addition, the Reikland army should include at least one unit of Greatswords to accompany its General, a captain representing Magda Rassel, and might also include one unit of Flagellants to represent the Witch Hunter's followers. The army of Talabecland should be led by a captain, representing the famed Leonard van Obelmann. Both armies should include plenty of State Troops, the better to represent two forces on patrol. Both armies may include war machines. Ideally, neither should include any knights (of any type) or Wizards as there is no suggestion any were present. Finally, to better capture the nature of the battle, units arriving as reserves that are arrayed in Close Order or Open Order formations should be deployed in Marching Columns. Placing Terrain (Battlefield Terrain) Alternating Units Reinforcements Victory Points (Warhammer Battles)"},"3806":{"id":"warhammer-battles/prose/mountain-pass","path":"warhammer-battles/prose/mountain-pass","title":"Mountain Pass","pathText":"warhammer battles prose mountain pass","type":"rule","body":"Many of the kingdoms of the Warhammer world are separated by towering mountain ranges that can only be crossed at the occasional mountain pass. These narrow defiles are of vital strategic importance, and present a defender with the perfect location to confront an invading army. This scenario represents a battle fought in such a pass. The battlefield is long but narrow, making simple manoeuvres difficult and outflanking almost impossible. Consequently, such battles become matters of attrition in which only the most courageous will prevail. Set-up Place terrain as described. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length The battle will last a random number of rounds or until one side concedes. Starting at the end of the fifth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the total is 10 or more, the battle ends immediately. If the total is less than 10 then the battle continues for at least one more round. Scenario Special Rules Bottleneck: The battle is fought in a narrow mountain pass enclosed by high cliffs. Because of this, the long battlefield edges count as impassable terrain. As such, no units (including fleeing units or any arriving from reserve) can leave or enter the battlefield via either long edge unless they have the Ethereal or Fly special rule. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. Historical Recreation The battle of Gisoreux Gap was a brutal affair fought between two elite and well-equipped armies (all that toll money had to go somewhere!). The Bretonnian army should contain a high number of units of Knights. Any units of Men-at-Arms might be given heavy armour to represent the wealth of their lord and their superior position as guards of an important trade route. The Empire army, being an army of Westerland, a province famed for its use of mercenaries, may include any number of units of Veteran State Troops, provided all have the Mercenaries special rule. To help reflect the bitter nature of the battle and the inability of troops to simply turn tail and flee, players may give up to half of their units the Stubborn special rule. Both armies should be led by a General mounted on a warhorse, representing Sir Desfleuve and Countess Bergbrech respectively. Historically, there is no evidence that the two fought single combat during the battle, but, as the battle was a matter of honour, players should spare no efforts to ensure a challenge is fought between their Generals. Placing Terrain (Battlefield Terrain) Alternating Units Victory Points (Warhammer Battles)"},"3807":{"id":"warhammer-battles/prose/multi-player-games","path":"warhammer-battles/prose/multi-player-games","title":"Multi-player Games","pathText":"warhammer battles prose multi player games","type":"rule","body":"Throughout the history of the World of Legend, historic allies have stood side by side against world-ending calamities, willing to sacrfice themselves to ensure the other can endure. Even old foes have been forced to put aside petty grudges and join forces to ensure their mutual survival against a larger threat. When it comes to narrative gameplay, dividing your forces between a number of players can be a fantastic way to both reflect the diverse nature of the battles of the Old World, as well as to involve your friends and members of your gaming group in your battles - especially in larger games or scenarios with allied forces. Multi-player Games Though the rules in Multi-player games will be mostly the same as they are when playing one-on-one, there are a few considerations. Below are the key changes from the standard rules for use in Multi-player games: Army Composition If a Scenario asks players to write multiple muster lists for the attacker and/or defender, the muster list containing the largest points allowance will be considered the primary force - any other forces on the same side are secondary forces. Equally, players are free to discuss amongst themselves as to which force should be considered the Primary Force if they feel one suits the narrative better than another. If there is only one muster list being controlled by multiple players, simply divide the army up into roughly even portions to ensure each player has a number of different units to command for the battle. Alliances In Multi-player games, players should treat any force on the same side as them as if it were an Allied Contingent. When determining the type of alliance between the two contingents, most alliances will be Trusted allies. However, sometimes a scenario calls for an alliance to be treated as Uneasy or even Suspicious. In such cases, it will be detailed in the Scenario special rules,. The King Is Dead When scoring 'The King is Dead' in Multi-player games where there is a Primary and Secondary force, if the enemy General of the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 100 Victory Points. If the General of a Secondary Force is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 50 Victory Points. Trophies Of War When scoring 'Trophies of War' in Multi-player games where there is a Primary and Secondary force, you win a bonus of 50 Victory Points for every enemy standard claimed as a trophy. Additionally, if the enemy Battle Standard Bearer in the Primary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 50 Victory Points. Lastly, if the enemy Battle Standard Bearer in the Secondary force has been slain, has fled off the battlefield or is fleeing when the game ends, you win an additional bonus of 25 Victory Points. Allied Contingents Types of Alliance Uneasy Allied Contingents Suspicious Allied Contingents The General (Characters) Victory Points (Warhammer Battles) The Battle Standard"},"3808":{"id":"warhammer-battles/prose/open-battle","path":"warhammer-battles/prose/open-battle","title":"Open Battle","pathText":"warhammer battles prose open battle","type":"rule","body":"In the Warhammer world, disputes are settled upon the bloody field of battle. In ideal circumstances, armies will form up across a wide open plain, awaiting the dawn light for the commencement of hostilities. As dusk draws in, one side will often stand victorious, though it is not uncommon for a close fought battle to result in both sides retreating into the gloom to count their losses. This scenario represents a classic battle fought between two rival armies meeting at an ideal location for a day of fighting. Set-up Place terrain as described. Deployment Once the battlefield has been set up, the winner of a roll-off chooses which player will deploy the first unit. The winner of this roll-off must also choose their deployment zone (A or B), as shown on the map opposite. Players deploy their armies using the alternating units method. First Turn Once deployment is complete, the winner of a roll-off takes the first turn. The player that finished deploying their army first adds +1 to their roll. Game Length Before the game begins, players can choose to play a 'fixed' length game or a 'random' length game: Fixed Game Length: The battle will last for six rounds, until one side concedes, or until the time limit agreed by the players is reached. Random Game Length: The battle will last a random number of rounds or until one side concedes. Starting at the end of the fifth round, roll a D6 at the end of each round. Add the round number to the dice roll. If the total is 10 or more, the battle ends immediately. If the total is less than 10 then the battle continues for at least one more round. Scenario Special Rules This scenario has no special rules. Victory! Once the battle has ended, use Victory Points to determine which player is the winner. Historical Recreation The Battle of L'Anguille Plain was fought between a vast horde of Orcs and the glittering splendour of the knights of Bretonnia. Both sides were led by mighty warlords – the Orcs by Warboss Durgath Spine Cracker and the Bretonnians by King Louen Orc-Slayer. To reflect this, each army should be led by an appropriate character acting as the General. Warboss Durgath may fight on foot or may be mounted on a boar. King Louen must be mounted on a warhorse. In addition, and to capture a measure of the size and splendour of the armies, a historical recreation should be played with armies of no less than 3,000 points. The bulk of Waaagh! Durgath famously broke formation early, displaying a proper Orcish desire to engage the enemy. However, this ill-disciplined charge into heavy bow fire caused the Orcs to lose much of their advantage and, eventually, the battle. To represent this, the Orc player will automatically take the first turn. In addition, any unit with the Impetuous special rule suffers a -1 modifier to its Leadership when testing to see if it must declare a charge. Placing Terrain (Battlefield Terrain) Alternating Units Victory Points (Warhammer Battles) Impetuous"},"3809":{"id":"warhammer-battles/prose/pitched-battles","path":"warhammer-battles/prose/pitched-battles","title":"Pitched Battles","pathText":"warhammer battles prose pitched battles","type":"rule","body":"The pitched battle scenarios presented in the following sections are designed for armies of roughly the same size. In each scenario, the situation in which the armies clash gives neither side a particular advantage as they are each designed to give both sides an equal chance of winning and have few, if any, scenario special rules."},"3810":{"id":"warhammer-battles/prose/placing-terrain-warhammer-battles","path":"warhammer-battles/prose/placing-terrain-warhammer-battles","title":"Placing Terrain (Warhammer Battles)","pathText":"warhammer battles prose placing terrain warhammer battles","type":"rule","body":"The placement of terrain is described in Battlefield Terrain section For most games these guidelines are ideal. In addition, some scenarios might describe certain terrain features to include and give instructions for placing such features. Battlefield Terrain"},"3811":{"id":"warhammer-battles/prose/prepare-for-battle","path":"warhammer-battles/prose/prepare-for-battle","title":"Prepare for Battle","pathText":"warhammer battles prose prepare for battle","type":"rule","body":"Not all battles are the same – quite the opposite in fact – and the rules given in the following sections attempt to reflect this. This section is broken down into three parts, each covering the three main ways in which games of Warhammer: the Old World can be played. These are: Pitched Battles The most straightforward type of game. Two (or more) players decide to play a game, agree a points value for their armies and select a pitched battle scenario to play. Pitched battles allow for wellbalanced armies to meet and determine a victor with the minimum amount of fuss. You will find six pitched battle scenarios. Each of these differs in terms of how armies are deployed and offers different objectives. By using these simple scenarios, you are assured a fun and balanced game that can be set up quickly and easily. Campaign Battles Linking games together, either by following an unfolding narrative or simply to find the most successful general within a group, is a great way to experience Warhammer: the Old World. Campaign battles often require more preparation and commitment from the players, but the rewards are worth the effort. You will find simple rules and guidelines for linking your games together into a campaign. Future supplements will present far more in-depth campaign rules, from simple ladder campaigns, to map based campaigns and even unfolding quests and campaigns of conquest in which armies battle to complete objectives and earn rewards. Narrative Battles This is a very broad category, often also described as 'open play'. Each of the pitched battle scenarios includes rules for playing a historical recreation of a famous battle from the Warhammer world. These introduce the simplest form of narrative battle – one that recreates history. The challenge of such battles is to see if you could have led your forces to a different outcome than your imagined counterpart did in the history books of this fantasy realm. You will find guidance on taking your narrative games further. This includes suggestions for plots and objectives, as well as more explanation of the role a 'games master' can play and how their presence can enhance the experience for everyone involved. Pitched Battles Campaign Battles Narrative Battles"},"3812":{"id":"warhammer-battles/prose/reserves","path":"warhammer-battles/prose/reserves","title":"Reserves","pathText":"warhammer battles prose reserves","type":"rule","body":"Some scenarios call for units to enter play as reserves. These units use the rules for reinforcements. The following additional caveats also apply: Units that are not normally allowed to move (for example, if they contain models with a Movement characteristic of 0) are placed touching the battlefield edge. Characters can choose to either enter the battle on their own or as part of a unit they have joined. If dice are used to determine when and where reserves enter, state if a character is joining a unit before making any rolls. If so, make a single roll for both character and unit. Reinforcements"},"3813":{"id":"warhammer-battles/prose/scenario-objectives","path":"warhammer-battles/prose/scenario-objectives","title":"Scenario Objectives","pathText":"warhammer battles prose scenario objectives","type":"rule","body":"Some scenario special rules give special objectives to complete. Should you do so, you win a Victory Points bonus, as described in the scenario."},"3814":{"id":"warhammer-battles/prose/setting-up-your-battlefield","path":"warhammer-battles/prose/setting-up-your-battlefield","title":"Setting up your Battlefield","pathText":"warhammer battles prose setting up your battlefield","type":"rule","body":"With your armies selected and the type of game you want to play decided, the next thing you will need to do is to set up a suitable battlefield using the terrain in your collection."},"3815":{"id":"warhammer-battles/prose/size-of-battlefield","path":"warhammer-battles/prose/size-of-battlefield","title":"Size of Battlefield","pathText":"warhammer battles prose size of battlefield","type":"rule","body":"For the average game of between 2,000 and 3,000 points, a battlefield measuring 48\"x72\" upon a flat, stable surface is normal. However, players may find the size of their battlefield limited by the space available. If you are unable to set up a battlefield measuring 48\"x72\", refer to the table below for the minimum recommended size at different points values: Size Of Battlefield Size of Game Minimum Size of Battlefield Up to 1,000 points 30\"x44\" 1,001 to 3,000 points 44\"x60\" 3,001 points and above 44\"x90\""},"3816":{"id":"warhammer-battles/prose/special-features-warhammer-battles","path":"warhammer-battles/prose/special-features-warhammer-battles","title":"Special Features (Warhammer Battles)","pathText":"warhammer battles prose special features warhammer battles","type":"rule","body":"If the players have agreed to the inclusion of a special feature, or if the scenario specifies one must be included, the player that controls it at the end of the battle will win a Victory Points bonus, as described in the feature's special rules and/or as described in the scenario."},"3817":{"id":"warhammer-battles/prose/the-king-is-dead-warhammer-battles","path":"warhammer-battles/prose/the-king-is-dead-warhammer-battles","title":"The King is Dead (Warhammer Battles)","pathText":"warhammer battles prose the king is dead warhammer battles","type":"rule","body":"If the enemy General is slain, has fled off the battlefield or is fleeing when the game ends, you win a bonus of 100 Victory Points."},"3818":{"id":"warhammer-battles/prose/time-limit","path":"warhammer-battles/prose/time-limit","title":"Time Limit","pathText":"warhammer battles prose time limit","type":"rule","body":"A game of Warhammer: the Old World can take several hours, not including time spent in conversation and making cups of tea. To manage this, some players set a time limit. Once this is reached, the active player finishes the current phase of their turn and the game ends."},"3819":{"id":"warhammer-battles/prose/trophies-of-war-warhammer-battles","path":"warhammer-battles/prose/trophies-of-war-warhammer-battles","title":"Trophies of War (Warhammer Battles)","pathText":"warhammer battles prose trophies of war warhammer battles","type":"rule","body":"You win a bonus of 50 Victory Points for every enemy standard claimed as a trophy. Additionally, if the enemy Battle Standard Bearer is slain, has fled off the battlefield or is fleeing when the game ends, you win another bonus of 50 Victory Points. Victory Points (Warhammer Battles) Trophies of War (Command Groups)"},"3820":{"id":"warhammer-battles/prose/victory-points-warhammer-battles","path":"warhammer-battles/prose/victory-points-warhammer-battles","title":"Victory Points (Warhammer Battles)","pathText":"warhammer battles prose victory points warhammer battles","type":"rule","body":"Most scenarios use 'Victory Points' to determine the winner. In order to win, one player must score at least 100 Victory Points more than their opponent – if one player scores twice as many Victory Points as their opponent, that player has achieved a crushing victory! Any other result is a draw. Victory Points are won in several ways: Dead or Fled The King is Dead Trophies of War Scenario Objectives Special Features Dead or Fled (Warhammer Battles) The King is Dead (Warhammer Battles) Trophies of War (Warhammer Battles) Scenario Objectives Special Features (Warhammer Battles)"},"3821":{"id":"warriors-of-chaos/armylist/grand-army","path":"warriors-of-chaos/armylist/grand-army","title":"Warriors of Chaos Army List","pathText":"warriors of chaos armylist grand army","type":"rule","body":"This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Chaos Lord or Daemon Prince 0-1 Exalted Champion or Sorcerer Lord per 1,000 points Aspiring Champions and Exalted Sorcerers Core At least 25% of your army's points value must be spent on: Chaos Warriors, Chaos Marauders, Forsaken, Chaos Knights, Marauder Horsemen and Chaos Warhounds Special Up to 50% of your army's points value may be spent on: 0-1 unit of Chosen Chaos Warriors 0-1 unit of Chosen Chaos Knights Chaos Ogres, Chaos Trolls, Chaos Spawn, Chaos Chariots and Chimeras Dragon Ogres Rare Up to 25% of your army's points value may be spent on: Gorebeast Chariots 0-1 Hellcannon per 1,000 points 0-1 Dragon Ogre Shaggoth per unit of Dragon Ogres 0-1 Chaos Giant per 1,000 points 0-1 Gigantic Spawn of Chaos per 1,000 point 0-1 Warpfire Dragon Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls 0-1 Bonegrinder Giant Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Warriors of Chaos Army of Infamy composition list One of the following Grand Army composition lists: Orc & Goblin Tribes (Uneasy) Beastmen Brayherds Tomb Kings of Khemri (Suspicious) Battle Standard Bearer A single Exalted Champion or Aspiring Champion in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Forming Units Warhammer Armies Chaos Lord Daemon Prince (Warriors of Chaos) Exalted Champion Sorcerer Lord Aspiring Champion Exalted Sorcerer Chaos Warriors Chaos Marauders Forsaken Chaos Knights Marauder Horsemen Chaos Warhounds Chosen Chaos Warriors Chosen Chaos Knights Chaos Ogres Chaos Trolls Chaos Spawn Chaos Chariot Chimera Dragon Ogres Gorebeast Chariot Hellcannon Dragon Ogre Shaggoth Dragon Ogres Chaos Giant Gigantic Spawn of Chaos Warpfire Dragon Mercenaries (Warhammer Armies) Badlands Ogre Bulls Bonegrinder Giant Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Orc & Goblin Tribes Uneasy Allied Contingents Beastmen Brayherds Tomb Kings of Khemri Suspicious Allied Contingents The Battle Standard"},"3822":{"id":"warriors-of-chaos/armylist/heralds-of-darkness","path":"warriors-of-chaos/armylist/heralds-of-darkness","title":"Heralds of Darkness","pathText":"warriors of chaos armylist heralds of darkness","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Warriors of Chaos army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Heralds of Darkness army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Chaos Lord or Daemon Prince 0-1 Exalted Champion or Sorcerer Lord per 1,000 points Aspiring Champions and Exalted Sorcerers Core At least 33% of your army’s points value must be spent on: 1+ unit of Chaos Knights Marauder Horsemen and Chaos Warhounds 0-1 Chaos Chariots may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: 0-1 unit of Chosen Chaos Knights 0-1 Chosen Chaos Chariot per 1,000 points Chaos Spawn, Chaos Chariots and Chimeras Dragon Ogres Rare Up to 25% of your army's points value may be spent on: Gorebeast Chariots 0-1 Dragon Ogre Shaggoth per unit of Dragon Ogres 0-1 Gigantic Spawn of Chaos per 1,000 point 0-1 Chaos Giant per 1,000 points 0-1 Warpfire Dragon Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Centigor Chieftains Centigor Herds Note that mercenary units are subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Exalted Champion or Aspiring Champion in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Warriors of Chaos magic items. Forming Units Warhammer Armies Chaos Lord Daemon Prince (Warriors of Chaos) Exalted Champion Sorcerer Lord Aspiring Champion Exalted Sorcerer Chaos Knights Marauder Horsemen Chaos Warhounds Chaos Chariot Chosen Chaos Knights Chosen Chaos Chariot Chaos Spawn Chaos Chariot Chimera Dragon Ogres Gorebeast Chariot Dragon Ogre Shaggoth Dragon Ogres Gigantic Spawn of Chaos Chaos Giant Warpfire Dragon Mercenaries (Warhammer Armies) Warhoof Centigor Herd Misbehaving Mercenaries The Battle Standard"},"3823":{"id":"warriors-of-chaos/armylist/hordes-of-chaos","path":"warriors-of-chaos/armylist/hordes-of-chaos","title":"Hordes of Chaos","pathText":"warriors of chaos armylist hordes of chaos","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Warriors of Chaos and Beastmen Brayherds army lists found in Ravening Hordes, and alongside the 'Forming Units' and 'Warhammer Armies' sections of the Warhammer: the Old World rulebook. If you wish to field a Hordes of Chaos army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition lists found in Ravening Hordes. Over the following pages you will find new profiles and rules for certain models in your army, representing units unique to a Hordes of Chaos army: Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Chaos Lord, Daemon Prince or Beastlord 0-1 Exalted Champion, Sorcerer Lord or Great Bray-Shaman per 1,000 points Aspiring Champions, Exalted Sorcerers, Cult Magisters, Wargors, Bray-shamans and Gorebulls Core At least 33% of your army's points value must be spent on: 1+ unit of Chaos Marauders and/or Chaos Warriors 1+ unit of Gor Herds and/or Ungor Herds Chaos Cultists and Chaos Warhounds If your General is a Chaos Lord, Exalted Champion or Daemon Prince, 0-1 unit of Chosen Chaos Warriors may be taken as a Core choice If your General is a Beastlord or Wargor, 0-1 Bestigor Herd per 1,000 points may be taken as a Core choice Special Up to 33% of your army's points value may be spent on: Marauder Horsemen, Chaos Knights and Chaos Chariots If your General is a Chaos Lord, Exalted Champion or Daemon Prince, 0-1 unit of Chosen Chaos Knights may be taken as a Special choice Rare Up to 33% of your army's points value may be spent on: 0-1 Dragon Ogre Shaggoth Chaos Spawn, Minotaur Herds, Dragon Ogres, Chimeras, Chaos Giants, Cygors and Ghorgons Battle Standard Bearer A single Aspiring Champion or Wargor in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Models in a Hordes of Chaos army can purchase magic items from the list of common magic items in the Warhammer: the Old World rulebook, or from their own faction's list of magic items. A Beastlord, for example, can purchase items from the common or Beastmen Brayherds magic item lists. Special Rules On this page you will find a full description for each of the army special rules that apply to an army built using the Hordes of Chaos Army of Infamy composition list. These are in addition to the Warriors of Chaos special rules found on page 81 of Ravening Hordes, and the Beastmen Brayherds special rules found on page 115 of Ravening Hordes. In case of contradiction, the special rules below take precedence over the Warriors of Chaos and/or the Beastmen Brayherds special rules. Chaos Lord Daemon Prince (Warriors of Chaos) Beastlord Exalted Champion Sorcerer Lord Great Bray-Shaman Aspiring Champion Exalted Sorcerer Cult Magister Wargor Bray-Shaman Gorebull Chaos Marauders Chaos Warriors Gor Herd Ungor Herd Chaos Cultists Chaos Warhounds Chosen Chaos Warriors Bestigor Herd Marauder Horsemen Chaos Knights Chaos Chariot Chosen Chaos Knights Dragon Ogre Shaggoth Chaos Spawn Minotaur Herd Dragon Ogres Chimera Chaos Giant Cygor Ghorgon Aspiring Champion Wargor"},"3824":{"id":"warriors-of-chaos/armylist/wolves-of-the-sea","path":"warriors-of-chaos/armylist/wolves-of-the-sea","title":"Wolves of the Sea","pathText":"warriors of chaos armylist wolves of the sea","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Warriors of Chaos army list found in Ravening Hordes, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Wolves of the Sea army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Ravening Hordes. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Chaos Lord, Daemon Prince or Sorcerer Lord 0-1 Exalted Champion or Exalted Sorcerer per 1,000 points Aspiring Champions and Marauder Tribe Chieftains Core At least 25% of your army’s points value must be spent on: Chaos Marauders, Marauder Horsemen, Marauder Tribe Berserkers and Chaos Warhounds Special Up to 50% of your army's points value may be spent on: Chaos Warriors, Chaos Chariots, Skin Wolves, Marauder Tribe Huscarls and Chaos Spawn Rare Up to 33% of your army's points value may be spent on: Chaos Ogres, Chaos Trolls and Dragon Ogres 0-1 Gigantic Spawn of Chaos per 1,000 points 0-1 Dragon Ogre Shaggoth per unit of Dragon Ogres 0-1 Chaos Giant per 1,000 points Mercenaries Up to 25% of your army's points value may be spent on mercenaries, including: Gor Herds Ungor Herds Note that mercenary units are subject to the Misbehaving Mercenaries rules. Battle Standard Bearer A single Aspiring Champion or Marauder Tribe Chieftain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single magic standard with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Warriors of Chaos magic items. Forming Units Warhammer Armies Chaos Lord Daemon Prince (Warriors of Chaos) Sorcerer Lord Exalted Champion Exalted Sorcerer Aspiring Champion Marauder Tribe Chieftain Chaos Marauders Marauder Horsemen Marauder Tribe Berserkers Chaos Warhounds Chaos Warriors Chaos Chariot Skin Wolves Marauder Tribe Huscarls Chaos Spawn Chaos Ogres Chaos Trolls Dragon Ogres Gigantic Spawn of Chaos Dragon Ogre Shaggoth Dragon Ogres Chaos Giant Mercenaries (Warhammer Armies) Gor Herd Ungor Herd Misbehaving Mercenaries The Battle Standard"},"3825":{"id":"warriors-of-chaos/faction","path":"warriors-of-chaos/faction","title":"Warriors of Chaos","pathText":"warriors of chaos faction","type":"army","body":"Rules Special Rules Forsaken by Khorne Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Tzeentch Chaotic Cults Rampant Mutation Ogre Charge Praising the Gods Cult of the Bloodied Hound Spawn of Khorne Cult of the Carrion Crow Spawn of Nurgle Cult of the Slithering Serpent Spawn of Slaanesh Cult of the Fell Raptor Spawn of Tzeentch Handler Wilful Beast Two-headed Dragon Caged Fury Hellcannon Misfire Table Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Gaze of the Gods Marks of Chaos Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Favour of the Gods Sea-Born Raiders Warriors' Duel Mounted Host Steeds of Darkness The Shadow Grows Chainmaker Commander & Captain Breath of Change Peerless Raider Spirit of Galrauch Relentless Warriors Warped Form Cursed by the Gods Explosive Demise Gigantic Spawn of Khorne Fire & Chaos Gigantic Spawn of Nurgle Warpfire Aura Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Weapons of War Dark Fire of Chaos Fumes of Contagion Flaming Breath (Warriors of Chaos) Slashing Talons (Warriors of Chaos) Troll Vomit Fiend Tail Gnashing Maws Wicked Claws Doomfire Venomous Tail Warpfire Blast Warhammer Armies Warriors of Chaos Army List Wolves of the Sea Heralds of Darkness Narrative Battles The Ruins of Hollum The Lores of Magic Lore of Chaos Lore of the Shadowlands Magic Items (and Abilities) Gifts of Chaos Warriors of Chaos Magic Items Chaotic Traits Units Named Character Frydaal The Chainmaker Galrauch Character Aspiring Champion Chaos Lord Daemon Prince (Warriors of Chaos) Exalted Champion Exalted Sorcerer Marauder Tribe Chieftain Sorcerer Lord Mount Chaos Steed Daemonic Mount Warhorse (Warriors of Chaos) Infantry Chaos Marauders Chaos Ogres Chaos Spawn Chaos Trolls Chaos Warriors Chosen Chaos Warriors Forsaken Marauder Tribe Berserkers Skin Wolves Cavalry Chaos Knights Chaos Warhound Handler Chaos Warhounds Chosen Chaos Knights Marauder Horsemen Marauder Tribe Huscarls Chariot Chaos Chariot Chosen Chaos Chariot Gorebeast Chariot Monster Chaos Dragon Chimera Gigantic Spawn of Chaos Hellcannon Manticore (Warriors of Chaos) Warpfire Dragon Forsaken by Khorne Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Tzeentch Chaotic Cults Rampant Mutation Ogre Charge Praising the Gods Cult of the Bloodied Hound Spawn of Khorne Cult of the Carrion Crow Spawn of Nurgle Cult of the Slithering Serpent Spawn of Slaanesh Cult of the Fell Raptor Spawn of Tzeentch Handler Wilful Beast Two-headed Dragon Caged Fury Hellcannon Misfire Table Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Gaze of the Gods Marks of Chaos Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Favour of the Gods* Sea-Born Raiders Warriors' Duel Mounted Host Steeds of Darkness The Shadow Grows Chainmaker Commander & Captain Breath of Change Peerless Raider Spirit of Galrauch Relentless Warriors Warped Form Cursed by the Gods Explosive Demise Gigantic Spawn of Khorne Fire & Chaos Gigantic Spawn of Nurgle Warpfire Aura Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Dark Fire of Chaos Fumes of Contagion Flaming Breath (Warriors of Chaos) Slashing Talons (Warriors of Chaos) Troll Vomit Fiend Tail Gnashing Maws Wicked Claws Doomfire Venomous Tail Warpfire Blast Warriors of Chaos Army List Wolves of the Sea Heralds of Darkness The Ruins of Hollum Lore of Chaos Lore of the Shadowlands Gifts of Chaos Warriors of Chaos Magic Items Chaotic Traits Frydaal The Chainmaker Galrauch Aspiring Champion Chaos Lord Daemon Prince (Warriors of Chaos) Exalted Champion Exalted Sorcerer Marauder Tribe Chieftain Sorcerer Lord Chaos Steed Daemonic Mount Warhorse (Warriors of Chaos) Chaos Marauders Chaos Ogres Chaos Spawn Chaos Trolls Chaos Warriors Chosen Chaos Warriors Forsaken Marauder Tribe Berserkers Skin Wolves Chaos Knights Chaos Warhound Handler Chaos Warhounds Chosen Chaos Knights Marauder Horsemen Marauder Tribe Huscarls Chaos Chariot Chosen Chaos Chariot Gorebeast Chariot Chaos Dragon Chimera Gigantic Spawn of Chaos Hellcannon Manticore (Warriors of Chaos) Warpfire Dragon"},"3826":{"id":"warriors-of-chaos/magic-item-list/chaotic-traits","path":"warriors-of-chaos/magic-item-list/chaotic-traits","title":"Chaotic Traits","pathText":"warriors of chaos magic item list chaotic traits","type":"rule","body":"Whilst those that cower in the weakling nations of the south consider the mutating touch of Chaos to be a curse, the tribes that dwell in the Shadowlands know better. To them, mutations of the flesh and corruptions of the soul are signs of the gods' favour, and such blessings are received gladly by the warriors of the Marauder Tribes: These unnatural traits, the blessings of the Dark Gods, are represented by 'Chaotic Traits', upgrades available to models that represent the followers of Chaos. Some characters and units within an army made using the Warriors of Chaos Grand Army composition list, or either of the Armies of Infamy composition lists contained within Arcane Journal - Warriors of Chaos, can purchase Chaotic Traits as follows: Characters: Chaos Lords and Sorcerer Lords may purchase up to two Chaotic Traits. Exalted Champions, Aspiring Champions, Exalted Sorcerers and Marauder Tribe Chieftains may purchase a single Chaotic Trait. Warriors & Knights: Chaos Warriors and Chaos Knights may purchase a single Chaotic Trait. Chosen Chaos Warriors and Chosen Chaos Knights may purchase up to two Chaotic Traits. Marauder Tribes: Chaos Marauders, Marauder Horsemen and Marauder Tribe Berserkers may all purchase a single Chaotic Trait. Marauder Huscarls may purchase up to two Chaotic Traits. Chaotic Traits Battle Hunger Brazen Will Dark Hearts Enhanced Reflexes Longstriders Prophetic Foresight Unnatural Fortitude Warriors of Chaos Army List Chaos Lord Sorcerer Lord Exalted Champion Aspiring Champion Exalted Champion Marauder Tribe Chieftain Chaos Warriors Chaos Knights Chosen Chaos Warriors Chosen Chaos Knights Chaos Marauders Marauder Horsemen Marauder Tribe Berserkers Marauder Tribe Huscarls Battle Hunger Brazen Will Dark Hearts Enhanced Reflexes Longstriders Prophetic Foresight Unnatural Fortitude"},"3827":{"id":"warriors-of-chaos/magic-item-list/gifts-of-chaos","path":"warriors-of-chaos/magic-item-list/gifts-of-chaos","title":"Gifts of Chaos","pathText":"warriors of chaos magic item list gifts of chaos","type":"rule","body":"As Champions of Chaos slaughter their way across the battlefields of the world, their deeds attract the attention of the Ruinous Powers. This is both a blessing and a curse, for many mutations pleasing to the gods are anathema to those they are thrust upon. To represent these strange attributes, some characters may be given Gifts of Chaos. A Gift does not affect a character's mount (should they have one). Each Gift may only be chosen once per army. Gifts of Chaos Acid Ichor Aura of Pain Daemon-flesh Dark Majesty Diabolic Splendour Enchanting Aura Extra Arm Master of Mortals Poisonous Slime Acid Ichor Aura of Pain Daemon-flesh Dark Majesty Diabolic Splendour Enchanting Aura Extra Arm Master of Mortals Poisonous Slime"},"3828":{"id":"warriors-of-chaos/magic-item-list/warriors-of-chaos-magic-items","path":"warriors-of-chaos/magic-item-list/warriors-of-chaos-magic-items","title":"Warriors of Chaos Magic Items","pathText":"warriors of chaos magic item list warriors of chaos magic items","type":"rule","body":"These magic items are unique to Warriors of Chaos armies. These can be purchased by models within a Warriors of Chaos army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Warriors of Chaos Magic Items Armour of the Damned Banner of Rage Banner of the Baying Hound Banner of the Dark Powers Banner of the Gods Blasted Standard Bloodskull Pendant Brazen Collar* Chaos Runesword Chieftain's Blade Crimson Armour of Dargan Crown of Everlasting Conquest Daemon-Forged Barding Daemonic Platemail Daemonsword Dagger of the Dark Pantheon Doom Totem Favour of the Gods* Filth Mace Grimoire of Ogvold Helm of Many Eyes Icon of Darkness Infernal Puppet Mighty Serpent's Scalemail Obsidian Dread-Glaive Pendant of Damnation Rod of the Damned Sceptre of Power Sea Raider's Crest Skull of Katam Spellthieving Sword Talisman of the Carrion Crow Talisman of the Soaring Eagle Taskmaster's Scourge Tome of the Dark Gods Armour of the Damned Banner of Rage Banner of the Baying Hound Banner of the Dark Powers Banner of the Gods Blasted Standard Bloodskull Pendant Brazen Collar* Chaos Runesword Chieftain's Blade Crimson Armour of Dargan Crown of Everlasting Conquest Daemon-Forged Barding Daemonic Platemail Daemonsword Dagger of the Dark Pantheon Doom Totem Favour of the Gods* Filth Mace Grimoire of Ogvold Helm of Many Eyes Icon of Darkness Infernal Puppet Mighty Serpent's Scalemail Obsidian Dread-Glaive Pendant of Damnation Rod of the Damned Sceptre of Power Sea Raider's Crest Skull of Katam Spellthieving Sword Talisman of the Carrion Crow Talisman of the Soaring Eagle Taskmaster's Scourge Tome of the Dark Gods"},"3829":{"id":"warriors-of-chaos/magic-item/acid-ichor","path":"warriors-of-chaos/magic-item/acid-ichor","title":"Acid Ichor","pathText":"warriors of chaos magic item acid ichor","type":"magic-item","body":"The Champion's blood is a boiling, acidic ichor. Those who would harm them find themselves splashed with hissing, burning liquid. For every Wound this character loses during a challenge, their enemy suffers a Strength 4 hit, with an AP of -2. Armour Piercing"},"3830":{"id":"warriors-of-chaos/magic-item/armour-of-the-damned","path":"warriors-of-chaos/magic-item/armour-of-the-damned","title":"Armour of the Damned","pathText":"warriors of chaos magic item armour of the damned","type":"magic-item","body":"This ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer's outline and clouding the minds of their foes. The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must reroll successful rolls To Hit made against the wearer. Full Plate Armour The Combat Phase"},"3831":{"id":"warriors-of-chaos/magic-item/aura-of-pain","path":"warriors-of-chaos/magic-item/aura-of-pain","title":"Aura of Pain","pathText":"warriors of chaos magic item aura of pain","type":"magic-item","body":"The Champion's damned form exudes an aura of pain which wracks their enemies with crippling agony. Once per game, when this character's combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase, a single enemy unit they are engaged with suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Choose & Fight Combat Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"3832":{"id":"warriors-of-chaos/magic-item/banner-of-rage","path":"warriors-of-chaos/magic-item/banner-of-rage","title":"Banner of Rage","pathText":"warriors of chaos magic item banner of rage","type":"magic-item","body":"Sewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage. A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule. Frenzy"},"3833":{"id":"warriors-of-chaos/magic-item/banner-of-the-baying-hound","path":"warriors-of-chaos/magic-item/banner-of-the-baying-hound","title":"Banner of the Baying Hound","pathText":"warriors of chaos magic item banner of the baying hound","type":"magic-item","body":"Those who carry the banner of the Baying Hound race towards their foes, eager to shed the blood of their enemy. The Banner of the Baying Hound may only be taken by a model in a Heralds of Darkness Army of Infamy. A unit carrying the Banner of the Baying Hound gains the Vanguard special rule. Heralds of Darkness Vanguard"},"3834":{"id":"warriors-of-chaos/magic-item/banner-of-the-dark-powers","path":"warriors-of-chaos/magic-item/banner-of-the-dark-powers","title":"Banner of the Dark Powers","pathText":"warriors of chaos magic item banner of the dark powers","type":"magic-item","body":"Pulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic. A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule. Magic Resistance (-X)"},"3835":{"id":"warriors-of-chaos/magic-item/banner-of-the-gods","path":"warriors-of-chaos/magic-item/banner-of-the-gods","title":"Banner of the Gods","pathText":"warriors of chaos magic item banner of the gods","type":"magic-item","body":"Forged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos. A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic."},"3836":{"id":"warriors-of-chaos/magic-item/battle-hunger","path":"warriors-of-chaos/magic-item/battle-hunger","title":"Battle Hunger","pathText":"warriors of chaos magic item battle hunger","type":"magic-item","body":"Possessed of an unwholesome thirst for battle, whole regiments race eagerly into the fray. Models whose Troop Type is infantry only. A unit which consists entirely of models with this Chaotic Trait increases its maximum possible charge range by 2\" and, when making a Charge or Pursuit roll, may apply a + D3 modifier to the result. Infantry The Charge Move Pursuit"},"3837":{"id":"warriors-of-chaos/magic-item/blasted-standard","path":"warriors-of-chaos/magic-item/blasted-standard","title":"Blasted Standard","pathText":"warriors of chaos magic item blasted standard","type":"magic-item","body":"The Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it. A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase. Make Armour Saves (Combat) The Shooting Phase"},"3838":{"id":"warriors-of-chaos/magic-item/bloodskull-pendant","path":"warriors-of-chaos/magic-item/bloodskull-pendant","title":"Bloodskull Pendant","pathText":"warriors of chaos magic item bloodskull pendant","type":"magic-item","body":"Filled with the blood of a Daemon Prince of Khorne, this accursed amulet turns the wearer into a maelstrom of violence. Models whose troop type is infantry only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule. Infantry Armour Piercing Killing Blow"},"3839":{"id":"warriors-of-chaos/magic-item/brazen-collar","path":"warriors-of-chaos/magic-item/brazen-collar","title":"Brazen Collar*","pathText":"warriors of chaos magic item brazen collar","type":"magic-item","body":"Champions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic. The wearer of a Brazen Collar has Magic Resistance (-2). Magic Resistance (-X)"},"3840":{"id":"warriors-of-chaos/magic-item/brazen-will","path":"warriors-of-chaos/magic-item/brazen-will","title":"Brazen Will","pathText":"warriors of chaos magic item brazen will","type":"magic-item","body":"There are those amongst the hordes of Chaos whose warped minds seem to resist the hostile magic of enemies. Models whose Troop Type is infantry or cavalry only. A unit with this Chaotic Trait gains the Magic Resistance (-1) special rule. Infantry Cavalry Magic Resistance (-X)"},"3841":{"id":"warriors-of-chaos/magic-item/chaos-runesword","path":"warriors-of-chaos/magic-item/chaos-runesword","title":"Chaos Runesword","pathText":"warriors of chaos magic item chaos runesword","type":"magic-item","body":"This evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods. Chaos Runesword Magical Attacks Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics. Magical Attacks"},"3842":{"id":"warriors-of-chaos/magic-item/chieftains-blade","path":"warriors-of-chaos/magic-item/chieftains-blade","title":"Chieftain's Blade","pathText":"warriors of chaos magic item chieftains blade","type":"magic-item","body":"The title of Chieftain is earned and kept through triumph in single combat, not by birthright. Chieftain's Blade Armour Bane (1) Magical Attacks Notes: The Chieftain's Blade may only be taken by a model in a Wolves of the Sea Army of Infamy. Whilst engaged in a challenge, the wielder has a +1 modifier to their rolls To Hit. Armour Bane (X) Magical Attacks Wolves of the Sea"},"3843":{"id":"warriors-of-chaos/magic-item/crimson-armour-of-dargan","path":"warriors-of-chaos/magic-item/crimson-armour-of-dargan","title":"Crimson Armour of Dargan","pathText":"warriors of chaos magic item crimson armour of dargan","type":"magic-item","body":"The rich crimson metal of this armour flares into a storm of bloodcoloured light when its wearer wills it, dazzling those who would strike a mortal blow. Models whose troop type is infantry or cavalry only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound. Infantry Cavalry Heavy Armour Multiple Wounds (X)"},"3844":{"id":"warriors-of-chaos/magic-item/crown-of-everlasting-conquest","path":"warriors-of-chaos/magic-item/crown-of-everlasting-conquest","title":"Crown of Everlasting Conquest","pathText":"warriors of chaos magic item crown of everlasting conquest","type":"magic-item","body":"The warrior's helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power. The wearer of the Crown of Everlasting Conquest gains the Regeneration (5+) special rule. Regeneration (X+)"},"3845":{"id":"warriors-of-chaos/magic-item/daemon-flesh","path":"warriors-of-chaos/magic-item/daemon-flesh","title":"Daemon-flesh","pathText":"warriors of chaos magic item daemon flesh","type":"magic-item","body":"The Champion's flesh crawls with ætheric energy, turning aside the blows of the enemy. This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack."},"3846":{"id":"warriors-of-chaos/magic-item/daemon-forged-barding","path":"warriors-of-chaos/magic-item/daemon-forged-barding","title":"Daemon-Forged Barding","pathText":"warriors of chaos magic item daemon forged barding","type":"magic-item","body":"The wicked, hell-forged blades that cover this barding slice and maim the enemy as the rider crashes through their ranks. Daemon-forged barding may only be taken by a model whose troop type is cavalry in a Heralds of Darkness Army of Infamy. On a turn in which the bearer charged, their mount and all mounts in any unit they have joined have a +1 modifier to their Attacks characteristics. Cavalry Heralds of Darkness"},"3847":{"id":"warriors-of-chaos/magic-item/daemonic-platemail","path":"warriors-of-chaos/magic-item/daemonic-platemail","title":"Daemonic Platemail","pathText":"warriors of chaos magic item daemonic platemail","type":"magic-item","body":"This infernal armour writhes with the leering and screeching faces of the daemonic spirits that infest it. Models whose troop type is infantry or cavalry only. The Daemonic Platemail is a suit of full plate armour. In addition, its wearer improves their Toughness and Initiative characteristics by 1. Infantry Cavalry Full Plate Armour"},"3848":{"id":"warriors-of-chaos/magic-item/daemonsword","path":"warriors-of-chaos/magic-item/daemonsword","title":"Daemonsword","pathText":"warriors of chaos magic item daemonsword","type":"magic-item","body":"This most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free. Daemonsword Extra Attacks (+D3) Magical Attacks Strike First Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder. Extra Attacks (+X) Magical Attacks Strike First"},"3849":{"id":"warriors-of-chaos/magic-item/dagger-of-the-dark-pantheon","path":"warriors-of-chaos/magic-item/dagger-of-the-dark-pantheon","title":"Dagger of the Dark Pantheon","pathText":"warriors of chaos magic item dagger of the dark pantheon","type":"magic-item","body":"By drawing on the lifeforce of those slain with this wicked weapon, its wielder is able to channel the Winds of Magic far more recklessly. Dagger of the Dark Pantheon Magical Attacks Notes: For each Wound an enemy unit loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll. Magical Attacks Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result"},"3850":{"id":"warriors-of-chaos/magic-item/dark-hearts","path":"warriors-of-chaos/magic-item/dark-hearts","title":"Dark Hearts","pathText":"warriors of chaos magic item dark hearts","type":"magic-item","body":"Those whose souls have been corrupted by the touch of the Ruinous Powers are chilling to behold. Models whose Troop Type is infantry or cavalry only. If the winning side of a combat includes one or more units in which the majority of models have this Chaotic Trait, each unit that belongs to the losing side suffers a -1 modifier to its Leadership characteristic when making its Break test. Models that have this Chaotic Trait, that cause Terror, or that are Immune to Psychology are unaffected. Infantry Cavalry Break Test Terror Immune to Psychology"},"3851":{"id":"warriors-of-chaos/magic-item/dark-majesty","path":"warriors-of-chaos/magic-item/dark-majesty","title":"Dark Majesty","pathText":"warriors of chaos magic item dark majesty","type":"magic-item","body":"An air of oppression radiates from the champion, reducing the will of the bravest to that of a craven child. Unless this character is fleeing, any enemy unit that is required to make a Fear or Terror test whilst within this character's Command range does so with an additional -1 modifier to its Leadership characteristic (to a minimum of 2). Fear Terror Command Range"},"3852":{"id":"warriors-of-chaos/magic-item/diabolic-splendour","path":"warriors-of-chaos/magic-item/diabolic-splendour","title":"Diabolic Splendour","pathText":"warriors of chaos magic item diabolic splendour","type":"magic-item","body":"The air around the Champion seethes with chaotic energy, obscuring them from the arrows of the enemy. Models whose troop type is infantry or cavalry only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier. Infantry Cavalry The Shooting Phase"},"3853":{"id":"warriors-of-chaos/magic-item/doom-totem","path":"warriors-of-chaos/magic-item/doom-totem","title":"Doom Totem","pathText":"warriors of chaos magic item doom totem","type":"magic-item","body":"A collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it. All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic."},"3854":{"id":"warriors-of-chaos/magic-item/enchanting-aura","path":"warriors-of-chaos/magic-item/enchanting-aura","title":"Enchanting Aura","pathText":"warriors of chaos magic item enchanting aura","type":"magic-item","body":"An enchanting aura hangs about the Champion, ensnaring the mind and slowing the limbs of enemies that venture too close. Models whose troop type is infantry or cavalry only. Enemy units engaged in combat with this character cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead. Infantry Cavalry Strike First Strike Last"},"3855":{"id":"warriors-of-chaos/magic-item/enhanced-reflexes","path":"warriors-of-chaos/magic-item/enhanced-reflexes","title":"Enhanced Reflexes","pathText":"warriors of chaos magic item enhanced reflexes","type":"magic-item","body":"Gifted with unnatural quickness, some warriors are able to slip the most lethal of blows past the defences of even the most skilled enemies. Whilst engaged in combat, models with this Chaotic Trait that choose to fight with a hand weapon gain a +2 modifier to their Initiative characteristic. Note that this Chaotic Trait only applies to a single, non-magical hand weapon, or an Ensorcelled Weapon, and does not apply to a model's mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this Chaotic Trait ceases to apply. Hand Weapon Ensorcelled Weapons"},"3856":{"id":"warriors-of-chaos/magic-item/extra-arm","path":"warriors-of-chaos/magic-item/extra-arm","title":"Extra Arm","pathText":"warriors of chaos magic item extra arm","type":"magic-item","body":"Gifted with an extra arm, the Champion rains many blows upon their enemies. This character (but not their mount) has a +1 modifier to their Attacks characteristic."},"3857":{"id":"warriors-of-chaos/magic-item/favour-of-the-gods","path":"warriors-of-chaos/magic-item/favour-of-the-gods","title":"Favour of the Gods*","pathText":"warriors of chaos magic item favour of the gods","type":"magic-item","body":"The Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods. Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table. Gaze of the Gods"},"3858":{"id":"warriors-of-chaos/magic-item/filth-mace","path":"warriors-of-chaos/magic-item/filth-mace","title":"Filth Mace","pathText":"warriors of chaos magic item filth mace","type":"magic-item","body":"This heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating. Filth Mace Magical Attacks Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn. Magical Attacks Characteristic Tests"},"3859":{"id":"warriors-of-chaos/magic-item/grimoire-of-ogvold","path":"warriors-of-chaos/magic-item/grimoire-of-ogvold","title":"Grimoire of Ogvold","pathText":"warriors of chaos magic item grimoire of ogvold","type":"magic-item","body":"Ogvold feverishly documented many arcane secrets over the years, hoping that this knowledge would serve the will of Chaos even after his demise. Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardry per turn. Levels of Wizardry"},"3860":{"id":"warriors-of-chaos/magic-item/helm-of-many-eyes","path":"warriors-of-chaos/magic-item/helm-of-many-eyes","title":"Helm of Many Eyes","pathText":"warriors of chaos magic item helm of many eyes","type":"magic-item","body":"This ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men. The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule. Strike First Stupidity"},"3861":{"id":"warriors-of-chaos/magic-item/icon-of-darkness","path":"warriors-of-chaos/magic-item/icon-of-darkness","title":"Icon of Darkness","pathText":"warriors of chaos magic item icon of darkness","type":"magic-item","body":"This accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march. Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier. The Shooting Phase"},"3862":{"id":"warriors-of-chaos/magic-item/infernal-puppet","path":"warriors-of-chaos/magic-item/infernal-puppet","title":"Infernal Puppet","pathText":"warriors of chaos magic item infernal puppet","type":"magic-item","body":"Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master's rivals. Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 15\" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result. Casting Roll, Casting Result & Casting Value"},"3863":{"id":"warriors-of-chaos/magic-item/longstriders","path":"warriors-of-chaos/magic-item/longstriders","title":"Longstriders","pathText":"warriors of chaos magic item longstriders","type":"magic-item","body":"Covering the ground with an unnatural haste, Longstriders are blessed with a daemon-like speed. 0-1 unit per 1,000 points. Unless they are wearing heavy armour or full plate armour, models with this Chaotic Trait gain the Vanguard special rule. Heavy Armour Full Plate Armour Vanguard"},"3864":{"id":"warriors-of-chaos/magic-item/master-of-mortals","path":"warriors-of-chaos/magic-item/master-of-mortals","title":"Master of Mortals","pathText":"warriors of chaos magic item master of mortals","type":"magic-item","body":"The Champion is worshipped as a god by their mortal followers, who see in them the power of Chaos made manifest. Unless this character is fleeing, friendly units of Chaos Marauders and Marauder Horsemen gain a +1 modifier to their Leadership characteristic whilst within this character's Command range (to a maximum of 10). Command Range"},"3865":{"id":"warriors-of-chaos/magic-item/mighty-serpents-scalemail","path":"warriors-of-chaos/magic-item/mighty-serpents-scalemail","title":"Mighty Serpent's Scalemail","pathText":"warriors of chaos magic item mighty serpents scalemail","type":"magic-item","body":"A dark enchantment wrought in the name of the Serpent has been placed upon the glittering scales of this armour. The Mighty Serpent's Scalemail may only be taken by models in a Wolves of the Sea of Infamy. Mighty Serpent's Scalemail is a suit of heavy armour. In addition, its wearer gains the Strike First special rule. Wolves of the Sea Heavy Armour Strike First"},"3866":{"id":"warriors-of-chaos/magic-item/obsidian-dread-glaive","path":"warriors-of-chaos/magic-item/obsidian-dread-glaive","title":"Obsidian Dread-Glaive","pathText":"warriors of chaos magic item obsidian dread glaive","type":"magic-item","body":"This cruel weapon has been used to sever heads and limbs in the hands of the Dark Gods' most dangerous champions. Obsidian Dread-Glaive Armour Bane (1) Killing Blow Magical Attacks Requires Two Hands Strike Last Notes: The Obsidian Dread-glaive may only be taken by a model in a Heralds of Darkness Army of Infamy. Armour Bane (X) Killing Blow Magical Attacks Requires Two Hands Strike Last Heralds of Darkness"},"3867":{"id":"warriors-of-chaos/magic-item/pendant-of-damnation","path":"warriors-of-chaos/magic-item/pendant-of-damnation","title":"Pendant of Damnation","pathText":"warriors of chaos magic item pendant of damnation","type":"magic-item","body":"This pendant burrows deep into the owner's chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation. Models whose troop type is infantry or cavalry only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose. Infantry Cavalry"},"3868":{"id":"warriors-of-chaos/magic-item/poisonous-slime","path":"warriors-of-chaos/magic-item/poisonous-slime","title":"Poisonous Slime","pathText":"warriors of chaos magic item poisonous slime","type":"magic-item","body":"The Champion's flesh is saturated with a toxic slime that seeps from their skin, poisoning anything it touches. This character (but not their mount) has the Poisoned Attacks special rule. Poisoned Attacks"},"3869":{"id":"warriors-of-chaos/magic-item/prophetic-foresight","path":"warriors-of-chaos/magic-item/prophetic-foresight","title":"Prophetic Foresight","pathText":"warriors of chaos magic item prophetic foresight","type":"magic-item","body":"Granted brief glimpses of the future, a warrior may predict the movements of enemy scouts and foresee the arrival of reinforcements. Enemy units that deploy using the Scouts special rule cannot be deployed within 18\" of a unit in which every model has this Chaotic Trait (rather than the usual 12\"). In addition, enemy units that deploy using the Ambushers special rule may not be placed within 12\" (rather than the usual 8\") of a unit in which every model has this Chaotic Trait. Scouts Ambushers"},"3870":{"id":"warriors-of-chaos/magic-item/rod-of-the-damned","path":"warriors-of-chaos/magic-item/rod-of-the-damned","title":"Rod of the Damned","pathText":"warriors of chaos magic item rod of the damned","type":"magic-item","body":"Forged in the depths of the Realm of Chaos, this infernal rod sunders those who resist the will of Chaos. The bearer of the Rod of the Damned may cast The Summoning spell from the Lore of Daemonology as a Bound spell with a Power Level of 2. The Summoning Daemonology Bound Spells"},"3871":{"id":"warriors-of-chaos/magic-item/sceptre-of-power","path":"warriors-of-chaos/magic-item/sceptre-of-power","title":"Sceptre of Power","pathText":"warriors of chaos magic item sceptre of power","type":"magic-item","body":"Those who have carried the Sceptre have enjoyed the thrill of limitless power, but each of them paid a heavy price for the privilege. The bearer of the Sceptre of Power may apply a + 1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with an AP of -3 after the effects of the roll have been resolved. Casting Roll, Casting Result & Casting Value Dispel Roll & Dispel Result Armour Piercing"},"3872":{"id":"warriors-of-chaos/magic-item/sea-raiders-crest","path":"warriors-of-chaos/magic-item/sea-raiders-crest","title":"Sea Raider's Crest","pathText":"warriors of chaos magic item sea raiders crest","type":"magic-item","body":"The flags flown by notorious raiders strike fear into the hearts of those who eke out an existence by the sea. The Sea Raider's Crest may only be taken by a model in a Wolves of the Sea Army of Infamy. A unit carrying the Sea Raider's Crest gains the Fear special rule. If the unit already has the Fear special rule, it gains the Terror special rule. Wolves of the Sea Fear Terror"},"3873":{"id":"warriors-of-chaos/magic-item/skull-of-katam","path":"warriors-of-chaos/magic-item/skull-of-katam","title":"Skull of Katam","pathText":"warriors of chaos magic item skull of katam","type":"magic-item","body":"The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby. The bearer of the Skull of Katam and any other Wizard within 3\" (friend or foe) may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1. Casting Roll, Casting Result & Casting Value"},"3874":{"id":"warriors-of-chaos/magic-item/spell-familiar","path":"warriors-of-chaos/magic-item/spell-familiar","title":"Spell Familiar*","pathText":"warriors of chaos magic item spell familiar","type":"magic-item","body":"A spell familiar memorises a spell on its master's behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge. 0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level. Levels of Wizardry"},"3875":{"id":"warriors-of-chaos/magic-item/spellthieving-sword","path":"warriors-of-chaos/magic-item/spellthieving-sword","title":"Spellthieving Sword","pathText":"warriors of chaos magic item spellthieving sword","type":"magic-item","body":"Forged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight. Spellthieving Sword Magical Attacks Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game. Magical Attacks"},"3876":{"id":"warriors-of-chaos/magic-item/storms-wrath","path":"warriors-of-chaos/magic-item/storms-wrath","title":"Storm's Wrath","pathText":"warriors of chaos magic item storms wrath","type":"magic-item","body":"Storm's Wrath Extra Attacks (+D3) Magical Attacks Requires Two Hands Notes: Storm's Wrath's Strength modifier applies only against enemy models the wielder charged this turn. Extra Attacks (+X) Magical Attacks Requires Two Hands"},"3877":{"id":"warriors-of-chaos/magic-item/talisman-of-the-carrion-crow","path":"warriors-of-chaos/magic-item/talisman-of-the-carrion-crow","title":"Talisman of the Carrion Crow","pathText":"warriors of chaos magic item talisman of the carrion crow","type":"magic-item","body":"The magical wards that venerate the Crow blesses the wearer with otherworldly resilience and empowers their strikes with deadly poisons. The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules. Regeneration (X+) Poisoned Attacks"},"3878":{"id":"warriors-of-chaos/magic-item/talisman-of-the-soaring-eagle","path":"warriors-of-chaos/magic-item/talisman-of-the-soaring-eagle","title":"Talisman of the Soaring Eagle","pathText":"warriors of chaos magic item talisman of the soaring eagle","type":"magic-item","body":"Those who wear the mark of the Eagle find the potency of their opponents' magic wane in their presence. The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks special rule. Magic Resistance (-X) Ward Saves Magical Attacks"},"3879":{"id":"warriors-of-chaos/magic-item/taskmasters-scourge","path":"warriors-of-chaos/magic-item/taskmasters-scourge","title":"Taskmaster's Scourge","pathText":"warriors of chaos magic item taskmasters scourge","type":"magic-item","body":"This devilish weapon is covered in barbed spines, whose bite drives the followers of Chaos into battle. Taskmaster's Scourge Extra Attacks (+1) Magical Attacks Notes: Models whose troop type is infantry only. During the Command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gain a +D3 modifier to their Movement characteristic (to a maximum of 10). Extra Attacks (+X) Magical Attacks Infantry Command Leadership Tests Start of Turn"},"3880":{"id":"warriors-of-chaos/magic-item/tome-of-the-dark-gods","path":"warriors-of-chaos/magic-item/tome-of-the-dark-gods","title":"Tome of the Dark Gods","pathText":"warriors of chaos magic item tome of the dark gods","type":"magic-item","body":"This ancient text is filled with the maddening scrawlings and forbidden knowledge of both daemonic and mortal sorcerers alike. Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos. Mark of Chaos Undivided Lore of Chaos Marks of Chaos"},"3881":{"id":"warriors-of-chaos/magic-item/unnatural-fortitude","path":"warriors-of-chaos/magic-item/unnatural-fortitude","title":"Unnatural Fortitude","pathText":"warriors of chaos magic item unnatural fortitude","type":"magic-item","body":"Blessed by the Ruinous Powers with great resilience, some warriors' flesh can turn aside steel. Unless they are wearing heavy armour or full plate armour, models with this Chaotic Trait improve their Toughness characteristic by 1 (to a maximum of 10). Heavy Armour Full Plate Armour"},"3882":{"id":"warriors-of-chaos/magic-lore/lore-of-chaos","path":"warriors-of-chaos/magic-lore/lore-of-chaos","title":"Lore of Chaos","pathText":"warriors of chaos magic lore lore of chaos","type":"magic-lore","body":"Lore of Chaos Winds of Chaos Signature Spell Blue Fire Signature Spell Fleshy Abundance Signature Spell Acquiescence Signature Spell Winds of Chaos Blue Fire Fleshy Abundance Acquiescence"},"3883":{"id":"warriors-of-chaos/magic-lore/lore-of-the-shadowlands","path":"warriors-of-chaos/magic-lore/lore-of-the-shadowlands","title":"Lore of the Shadowlands","pathText":"warriors of chaos magic lore lore of the shadowlands","type":"magic-lore","body":"Lore of the Shadowlands Maelstrom of Chaos Signature Spell Blackened Bolts 1 Veil of Gloom 2 Vortex of Darkness 3 Shadowed Assailants 4 Crawling Mists 5 Chains of Darkness 6 Maelstrom of Chaos Blackened Bolts Veil of Gloom Vortex of Darkness Shadowed Assailants Crawling Mists Chains of Darkness"},"3884":{"id":"warriors-of-chaos/rule/an-unholy-union","path":"warriors-of-chaos/rule/an-unholy-union","title":"An Unholy Union","pathText":"warriors of chaos rule an unholy union","type":"rule","body":"When the servants of Chaos gather together and witness each other's foul splendour, they endeavour to outdo one another in order to prove their worth to their daemonic gods. Whilst within 6\" of a friendly Beastmen Brayherds unit, Warriors of Chaos units (but not characters) may re-roll any rolls To Hit of a natural 1. Whilst within 6\" of a Warriors of Chaos unit, Beastmen Brayherds units (but not characters) may re-roll any rolls To Wound of a natural 1. In addition, whilst a unit from one army list (Warriors of Chaos or Beastmen Brayherds) is within 6\" of a friendly unit drawn from the other army list, it may apply a -1 modifier to the result of any Flee roll. Note that characters and any units present in both army lists (Chaos Spawn, Chaos Warhounds, Dragon Ogres, Dragon Ogre Shaggoths and Chaos Giants) are unaffected by this special rule. Chaos Spawn Chaos Warhounds Dragon Ogres Dragon Ogre Shaggoth Chaos Giant"},"3885":{"id":"warriors-of-chaos/rule/breath-of-change","path":"warriors-of-chaos/rule/breath-of-change","title":"Breath of Change","pathText":"warriors of chaos rule breath of change","type":"rule","body":"Galrauch opens his maws and unleashes a wave of chaotic energy so potent that it warps and twists even the most resolute warriors into otherworldly abominations. Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch's base edge anywhere along its front arc. The template must lie entirely within Galrauch's vision arc. Any model whose base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test: If the test is failed, the model is overwhelmed by the warping power of Chaos and is immediately removed from play as a casualty. If the test is passed, they are able to fend off the onslaught of chaotic energy. The attack has no effect. Dark Fire of Chaos Fumes of Contagion"},"3886":{"id":"warriors-of-chaos/rule/caged-fury","path":"warriors-of-chaos/rule/caged-fury","title":"Caged Fury","pathText":"warriors of chaos rule caged fury","type":"rule","body":"The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free. During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table. Start of Turn Leadership Tests Hellcannon Misfire Table"},"3887":{"id":"warriors-of-chaos/rule/chainmaker","path":"warriors-of-chaos/rule/chainmaker","title":"Chainmaker","pathText":"warriors of chaos rule chainmaker","type":"rule","body":"Those who find themselves as Frydaal's captives know that their banners will decorate the prow of her ship and the luckiest amongst them will spend the rest of their days rowing its oars. Any enemy standard captured by Frydaal or any unit she has joined is worth 100 Victory Points as a trophy of war. Victory Points (Warhammer Battles)"},"3888":{"id":"warriors-of-chaos/rule/chaos-armour-warriors-of-chaos","path":"warriors-of-chaos/rule/chaos-armour-warriors-of-chaos","title":"Chaos Armour (Warriors of Chaos)","pathText":"warriors of chaos rule chaos armour warriors of chaos","type":"rule","body":"Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity. A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as 'X+'). In addition, a Wizard with this special rule may wear armour without penalty. Ward Saves Armour Value"},"3889":{"id":"warriors-of-chaos/rule/chaotic-cults","path":"warriors-of-chaos/rule/chaotic-cults","title":"Chaotic Cults","pathText":"warriors of chaos rule chaotic cults","type":"rule","body":"In the Shadowlands, many tribes and cans are connected through their adulation of the Ruinous Powers, allied in the names of the totemic powers they favour and united by shared beliefs. For many, belonging to one of these sects is the first step upon the Path to Glory, the start of a quest to earn the favour of the Ruinous Powers. All models that represent members of the Marauder Tribes have the Mark of Chaos Undivided listed among their special rules. Of those, some have the option to replace the Mark of Chaos Undivided with the Mark of a specific Chaos god. Units of Chaos Marauders and Marauder Horsemen instead have the option to belong to a 'Chaotic Cult': A model cannot belong to more than one Chaotic Cult. A character with a Mark of Chaos can join a unit belonging to any Chaotic Cult as normal. Mark of Chaos Undivided Chaos Marauders Marauder Horsemen Marks of Chaos"},"3890":{"id":"warriors-of-chaos/rule/commander-and-captain","path":"warriors-of-chaos/rule/commander-and-captain","title":"Commander & Captain","pathText":"warriors of chaos rule commander and captain","type":"rule","body":"Even before falling to the darkness of the Chaos gods, Frydaal was a renowned sea captain, both feared and respected in equal measure. Unless she is fleeing, friendly units of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain a +1 modifier to their Leadership characteristic whilst within Frydaal's Command range (to a maximum of 10). Command Range"},"3891":{"id":"warriors-of-chaos/rule/cult-of-the-bloodied-hound","path":"warriors-of-chaos/rule/cult-of-the-bloodied-hound","title":"Cult of the Bloodied Hound","pathText":"warriors of chaos rule cult of the bloodied hound","type":"rule","body":"Renowned hunters and bloodthirsty warriors that believe the gods favour the bold, members of the Tribe of the Hound value combat above all other endeavours. Models belonging to this Chaotic Cult gain a +1 modifier to their Weapon Skill characteristic."},"3892":{"id":"warriors-of-chaos/rule/cult-of-the-carrion-crow","path":"warriors-of-chaos/rule/cult-of-the-carrion-crow","title":"Cult of the Carrion Crow","pathText":"warriors of chaos rule cult of the carrion crow","type":"rule","body":"The sallow-skinned warriors of the Tribe of the Crow welcome hardship and suffering, believing that to endure and survive such trials strengthens their flesh. Models belonging to this Chaotic Cult gain a + 1 modifier to their Toughness characteristic."},"3893":{"id":"warriors-of-chaos/rule/cult-of-the-fell-raptor","path":"warriors-of-chaos/rule/cult-of-the-fell-raptor","title":"Cult of the Fell Raptor","pathText":"warriors of chaos rule cult of the fell raptor","type":"rule","body":"Many amongst the Tribe of the Raptor with strange visions. When battle is joined, their dark patron grants them the ability to foresee their enemy's actions. Models belonging to this Chaotic Cult gain a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"3894":{"id":"warriors-of-chaos/rule/cult-of-the-slithering-serpent","path":"warriors-of-chaos/rule/cult-of-the-slithering-serpent","title":"Cult of the Slithering Serpent","pathText":"warriors of chaos rule cult of the slithering serpent","type":"rule","body":"Their bodies covered in unwholesome balms and unguents, the weapons of warriors of the Tribe of the Serpent drip with the venom of their patron's fangs. Models belonging to this Chaotic Cult gain the Poisoned Attacks special rule. Poisoned Attacks"},"3895":{"id":"warriors-of-chaos/rule/cursed-by-the-gods","path":"warriors-of-chaos/rule/cursed-by-the-gods","title":"Cursed by the Gods","pathText":"warriors of chaos rule cursed by the gods","type":"rule","body":"In a cruel twist of fate, those condemned to Spawn-hood often adopt the traits of the god who cursed them. Gigantic Spawn of Khorne Gigantic Spawn of Nurgle Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Gigantic Spawn of Khorne Gigantic Spawn of Nurgle Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch"},"3896":{"id":"warriors-of-chaos/rule/dark-pawns","path":"warriors-of-chaos/rule/dark-pawns","title":"Dark Pawns","pathText":"warriors of chaos rule dark pawns","type":"rule","body":"Little is expected from denizens of the Old World who have been seduced by the power of the Dark Gods. Friendly units do not have to make a Panic test when this unit is destroyed or Breaks and flees from combat whilst within 6\" of it. Nor do friendly units have to make a Panic test when fled through by this unit."},"3897":{"id":"warriors-of-chaos/rule/explosive-demise","path":"warriors-of-chaos/rule/explosive-demise","title":"Explosive Demise","pathText":"warriors of chaos rule explosive demise","type":"rule","body":"On the rare occasion that one of these mighty beasts is slain, it engulfs the surrounding area in scorching-hot warpfire. When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6\" of it suffers D6 Strength 5 hits, each with an AP of -2. Armour Piercing"},"3898":{"id":"warriors-of-chaos/rule/favour-of-the-gods","path":"warriors-of-chaos/rule/favour-of-the-gods","title":"Favour of the Gods","pathText":"warriors of chaos rule favour of the gods","type":"rule","body":"Warriors of the Marauder tribes constantly vie for the attention of the gods. But when the gods attention is drawn to a mortal, it does not always yield the divine blessing they seek. If a character within a Wolves of the Sea army kills their opponent in a challenge, they must immediately roll on the Gaze of the Gods table. In addition, should a unit within a Wolves of the Sea army claim the standard of an enemy unit as a trophy of war, that unit may immediately make a roll on the Gaze of the Gods table (changing references from 'this model' to 'this unit'). Wolves of the Sea Gaze of the Gods"},"3899":{"id":"warriors-of-chaos/rule/fire-and-chaos","path":"warriors-of-chaos/rule/fire-and-chaos","title":"Fire & Chaos","pathText":"warriors of chaos rule fire and chaos","type":"rule","body":"Thanks to their consumption of vast amounts of warpstone and natural affinity to flame, Warpfire Dragons have an innate resistance to any magic or fire that might be used to bring them down. Warpfire Dragons have a 5+ Ward save against any wounds suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule. Ward Saves Magical Attacks Flaming Attacks"},"3900":{"id":"warriors-of-chaos/rule/for-the-dark-gods","path":"warriors-of-chaos/rule/for-the-dark-gods","title":"For the Dark Gods!","pathText":"warriors of chaos rule for the dark gods","type":"rule","body":"Mortal and bestial champions alike compete for the attention of their foul masters. If a character within a Hordes of Chaos army kills their opponent in a challenge, they must immediately roll on the Gaze of the Gods table. In addition, once per game, your General may re-roll the D6 when rolling on the Gaze of the Gods table. Gaze of the Gods"},"3901":{"id":"warriors-of-chaos/rule/forsaken-by-khorne","path":"warriors-of-chaos/rule/forsaken-by-khorne","title":"Forsaken by Khorne","pathText":"warriors of chaos rule forsaken by khorne","type":"rule","body":"The unit has the Hatred (all enemies) special rule. Hatred (X)"},"3902":{"id":"warriors-of-chaos/rule/forsaken-by-nurgle","path":"warriors-of-chaos/rule/forsaken-by-nurgle","title":"Forsaken by Nurgle","pathText":"warriors of chaos rule forsaken by nurgle","type":"rule","body":"The unit has the Fear special rule. Fear"},"3903":{"id":"warriors-of-chaos/rule/forsaken-by-slaanesh","path":"warriors-of-chaos/rule/forsaken-by-slaanesh","title":"Forsaken by Slaanesh","pathText":"warriors of chaos rule forsaken by slaanesh","type":"rule","body":"The unit has the Swiftstride special rule. Swiftstride"},"3904":{"id":"warriors-of-chaos/rule/forsaken-by-tzeentch","path":"warriors-of-chaos/rule/forsaken-by-tzeentch","title":"Forsaken by Tzeentch","pathText":"warriors of chaos rule forsaken by tzeentch","type":"rule","body":"The unit has the Magic Resistance (-3) special rule. Magic Resistance (-X)"},"3905":{"id":"warriors-of-chaos/rule/gigantic-spawn-of-khorne","path":"warriors-of-chaos/rule/gigantic-spawn-of-khorne","title":"Gigantic Spawn of Khorne","pathText":"warriors of chaos rule gigantic spawn of khorne","type":"rule","body":"Gigantic Spawn of Khorne have the Impact Hits (D3) and Killing Blow special rules. Impact Hits (X) Killing Blow"},"3906":{"id":"warriors-of-chaos/rule/gigantic-spawn-of-nurgle","path":"warriors-of-chaos/rule/gigantic-spawn-of-nurgle","title":"Gigantic Spawn of Nurgle","pathText":"warriors of chaos rule gigantic spawn of nurgle","type":"rule","body":"Gigantic Spawn of Nurgle have the Poisoned Attacks and Regeneration (5+) special rules. Poisoned Attacks Regeneration (X+)"},"3907":{"id":"warriors-of-chaos/rule/gigantic-spawn-of-slaanesh","path":"warriors-of-chaos/rule/gigantic-spawn-of-slaanesh","title":"Gigantic Spawn of Slaanesh","pathText":"warriors of chaos rule gigantic spawn of slaanesh","type":"rule","body":"Gigantic Spawn of Slaanesh have the Counter Charge and Strike First special rules. Counter Charge Strike First"},"3908":{"id":"warriors-of-chaos/rule/gigantic-spawn-of-tzeentch","path":"warriors-of-chaos/rule/gigantic-spawn-of-tzeentch","title":"Gigantic Spawn of Tzeentch","pathText":"warriors of chaos rule gigantic spawn of tzeentch","type":"rule","body":"Gigantic Spawn of Tzeentch have the Flaming Attacks, Magical Attacks and Magic Resistance (-2) special rules. Flaming Attacks Magical Attacks Magic Resistance (-X)"},"3909":{"id":"warriors-of-chaos/rule/handler","path":"warriors-of-chaos/rule/handler","title":"Handler","pathText":"warriors of chaos rule handler","type":"rule","body":"Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts. A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model's Leadership instead of their own. Command Range"},"3910":{"id":"warriors-of-chaos/rule/hellcannon-misfire-table","path":"warriors-of-chaos/rule/hellcannon-misfire-table","title":"Hellcannon Misfire Table","pathText":"warriors of chaos rule hellcannon misfire table","type":"rule","body":"D6 Result 1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6\" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty. 2-4 Chomp! The Hellcannon's handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon's Chaos Dwarf Handlers. 5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6\" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase. Armour Piercing Random Movement Compulsory Moves"},"3911":{"id":"warriors-of-chaos/rule/mark-of-chaos-undivided","path":"warriors-of-chaos/rule/mark-of-chaos-undivided","title":"Mark of Chaos Undivided","pathText":"warriors of chaos rule mark of chaos undivided","type":"rule","body":"Many warriors and Beastmen worship the Gods of Chaos as a pantheon, favouring no one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test. Fear Panic Tests Terror"},"3912":{"id":"warriors-of-chaos/rule/mark-of-khorne","path":"warriors-of-chaos/rule/mark-of-khorne","title":"Mark of Khorne","pathText":"warriors of chaos rule mark of khorne","type":"rule","body":"Warriors marked by Khorne are consumed with a violent rage and the constant need to shed the blood of their foes. Models with the Mark of Khorne have the Frenzy special rule. Frenzy"},"3913":{"id":"warriors-of-chaos/rule/mark-of-nurgle","path":"warriors-of-chaos/rule/mark-of-nurgle","title":"Mark of Nurgle","pathText":"warriors of chaos rule mark of nurgle","type":"rule","body":"Those marked by Nurgle are eternally accompanied by thick clouds of flies, blinding, deafening and choking their enemies. Any enemy model that directs its attacks against a model with the Mark of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6. The Combat Phase"},"3914":{"id":"warriors-of-chaos/rule/mark-of-slaanesh","path":"warriors-of-chaos/rule/mark-of-slaanesh","title":"Mark of Slaanesh","pathText":"warriors of chaos rule mark of slaanesh","type":"rule","body":"Devotees of Slaanesh have experienced sensations beyond comprehension, rendering them insensible to mortal fears. Models with the Mark of Slaanesh have +1 Initiative during the first round of any combat. Additionally, if the majority of the models in a unit have the Mark of Slaanesh, the unit automatically passes any Panic tests it is required to make. Panic Tests"},"3915":{"id":"warriors-of-chaos/rule/mark-of-tzeentch","path":"warriors-of-chaos/rule/mark-of-tzeentch","title":"Mark of Tzeentch","pathText":"warriors of chaos rule mark of tzeentch","type":"rule","body":"Those who bear the ever-burning Mark of Tzeentch have a natural capacity to manipulate magic and unbind the weak spells of mere conjurors. Models with the Mark of Tzeentch have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit's Unit Strength fall below 10, this modifier is lost. Flaming Attacks Magic Resistance (-X) Casting Roll, Casting Result & Casting Value Unit Strength"},"3916":{"id":"warriors-of-chaos/rule/marks-of-chaos","path":"warriors-of-chaos/rule/marks-of-chaos","title":"Marks of Chaos","pathText":"warriors of chaos rule marks of chaos","type":"rule","body":"Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see. Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god: A model cannot have more than one Mark of Chaos. All models within a unit must have the same Mark of Chaos. A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark. A character with the Mark of Chaos Undivided can join any unit as normal. Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one). Mark of Chaos Undivided"},"3917":{"id":"warriors-of-chaos/rule/mounted-host","path":"warriors-of-chaos/rule/mounted-host","title":"Mounted Host","pathText":"warriors of chaos rule mounted host","type":"rule","body":"In the frigid wastelands at the top of the world, cohorts of mounted warriors thunder across the frozen earth in constant search of worthy adversaries. All characters within a Heralds of Darkness army must be mounted or have the Fly (X) special rule. Heralds of Darkness Fly (X)"},"3918":{"id":"warriors-of-chaos/rule/peerless-raider","path":"warriors-of-chaos/rule/peerless-raider","title":"Peerless Raider","pathText":"warriors of chaos rule peerless raider","type":"rule","body":"Frydaal has raided the coastlines of the Empire and Kislev for many seasons and is second to none when it comes to orchestrating lightning-fast strikes along the Old World's northern shores. 0-1 unit of Chaos Marauders or Marauder Horsemen in the same muster list as Frydaal may have the Ambushers special rule for free. In addition, if Frydaal is your General, you may apply a +1 or -1 modifier to the result when rolling to determine if she or any unit of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls or Marauder Tribe Berserkers with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed. Ambushers The General (Characters)"},"3919":{"id":"warriors-of-chaos/rule/praising-the-gods","path":"warriors-of-chaos/rule/praising-the-gods","title":"Praising the Gods","pathText":"warriors of chaos rule praising the gods","type":"rule","body":"Once per game, during the Command sub-phase of its turn, a unit belonging to a Chaotic Cult may implore its patron for their blessing by making a Leadership test. If this test is passed, until its next Start of Turn sub-phase, all Chaotic Cult models within the unit gain the following benefit. If this test is failed, the unit's implorations go unheeded: Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor Leadership Tests Start of Turn Chaotic Cults Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor"},"3920":{"id":"warriors-of-chaos/rule/rampant-mutation","path":"warriors-of-chaos/rule/rampant-mutation","title":"Rampant Mutation","pathText":"warriors of chaos rule rampant mutation","type":"rule","body":"Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms. When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with: D6 Result 1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule. 3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit's attacks have an Armour Piercing characteristic of -2. 5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule. Choose & Fight Combat The Combat Phase Poisoned Attacks The Combat Phase Armour Piercing The Combat Phase Killing Blow"},"3921":{"id":"warriors-of-chaos/rule/relentless-warriors","path":"warriors-of-chaos/rule/relentless-warriors","title":"Relentless Warriors","pathText":"warriors of chaos rule relentless warriors","type":"rule","body":"Be it religious fanaticism or just a desperate need to shed the blood of their enemies, these unhinged brawlers can shrug off wounds that would lay low even the hardiest warriors. A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. Ward Saves"},"3922":{"id":"warriors-of-chaos/rule/sacrifice","path":"warriors-of-chaos/rule/sacrifice","title":"Sacrifice","pathText":"warriors of chaos rule sacrifice","type":"rule","body":"The blood of cultists and mutants is spilled without a moment's thought to further the plans of their daemonic masters. This special rule can only be used by a Cult Magister that has joined a unit. Before making a Casting roll, this model may make a sacrifice. One model belonging to this model's unit is immediately removed from play as a casualty. This model may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modification to the result of a roll - it does not negate a roll of a natural double 1. Cult Magister"},"3923":{"id":"warriors-of-chaos/rule/sea-born-raiders","path":"warriors-of-chaos/rule/sea-born-raiders","title":"Sea-Born Raiders","pathText":"warriors of chaos rule sea born raiders","type":"rule","body":"The Wolves of the Sea often deploy scouts further up the coast to range inland ahead of the main force of raiders. These scouts descend upon their prey, attacking from multiple sides. Units of Chaos Marauders and Marauder Horsemen within a Wolves of the Sea army may have the Ambushers special rule for +1 point per model. Aspiring Champions whose troop type is infantry or cavalry within a Wolves of the Sea army may have the Ambushers special rule for +10 points per model. Wolves of the Sea Infantry Cavalry Ambushers"},"3924":{"id":"warriors-of-chaos/rule/spawn-of-khorne","path":"warriors-of-chaos/rule/spawn-of-khorne","title":"Spawn of Khorne","pathText":"warriors of chaos rule spawn of khorne","type":"rule","body":"Often referred to as Bloodbeasts of Khorne, the Spawn of the Lord of Skulls bristle with spikes of bone and blades of living metal, their many limbs ending in wicked cleaver-blades. Spawn of Khorne have the Killing Blow special rule. Killing Blow"},"3925":{"id":"warriors-of-chaos/rule/spawn-of-nurgle","path":"warriors-of-chaos/rule/spawn-of-nurgle","title":"Spawn of Nurgle","pathText":"warriors of chaos rule spawn of nurgle","type":"rule","body":"Sometimes called Rotbeasts, the Spawn of Nurgle are hideous creatures, their bloated flesh covered with suppurating sores, their writhing limbs oozing toxic pus and slime. Spawn of Nurgle have the Poisoned Attacks special rule. Poisoned Attacks"},"3926":{"id":"warriors-of-chaos/rule/spawn-of-slaanesh","path":"warriors-of-chaos/rule/spawn-of-slaanesh","title":"Spawn of Slaanesh","pathText":"warriors of chaos rule spawn of slaanesh","type":"rule","body":"The Spawn of Slaanesh are hulking mounds of flesh that constantly warp and mutate as they try to settle on a form pleasing to the eye of the Dark Prince. Spawn of Slaanesh have the Strike First special rule. Strike First"},"3927":{"id":"warriors-of-chaos/rule/spawn-of-tzeentch","path":"warriors-of-chaos/rule/spawn-of-tzeentch","title":"Spawn of Tzeentch","pathText":"warriors of chaos rule spawn of tzeentch","type":"rule","body":"The flesh of a Firewym of Tzeentch constantly ripples and shifts with the power of change. Skin blisters into eyes, maws open on distended limbs and flames lick from screaming orifices. Spawn of Tzeentch have the Flaming Attacks and Magical Attacks special rules. Flaming Attacks Magical Attacks"},"3928":{"id":"warriors-of-chaos/rule/spirit-of-galrauch","path":"warriors-of-chaos/rule/spirit-of-galrauch","title":"Spirit of Galrauch","pathText":"warriors of chaos rule spirit of galrauch","type":"rule","body":"Though Galrauch fell to the powers of Chaos long ago, the indomitable spirit of the ancient Dragon still lingers deep within his warped body, desperately fighting to regain control for even the briefest moments. During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch's spirit rebels from within. Whilst Galrauch's spirit is rebelling: His Level of Wizardry is reduced to 1 and he can only cast one spell per turn. He becomes subject to the Random Movement (2D6) special rule. If he is engaged in combat, he must direct D3 of his attacks against himself (rounding any fractions down). Any wounds that Galrauch causes against himself are added to the enemy's combat result score. Start of Turn Leadership Tests Levels of Wizardry Random Movement"},"3929":{"id":"warriors-of-chaos/rule/steeds-of-darkness","path":"warriors-of-chaos/rule/steeds-of-darkness","title":"Steeds of Darkness","pathText":"warriors of chaos rule steeds of darkness","type":"rule","body":"The mutated steeds of the Knights of Chaos are swift and powerful war-mounts, standing as a warped mockery of the thoroughbreds of fair Bretonnia. When a unit in this army whose troop type is cavalry or chariot makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded. Cavalry Chariots The Charge Move Flee! Pursuit"},"3930":{"id":"warriors-of-chaos/rule/the-shadow-grows","path":"warriors-of-chaos/rule/the-shadow-grows","title":"The Shadow Grows","pathText":"warriors of chaos rule the shadow grows","type":"rule","body":"As the influence of the Dark Gods spreads, their mortal champions seek to swell their forces with like-minded warriors willing to pledge themselves to one of the infernal pantheon. For each character your army includes that has a Mark of Chaos other than the Mark of Chaos Undivided, it must also include a non-character unit with the same Mark of Chaos, and vice versa. For example, if your army includes two characters with the Mark of Khorne, it must also include two non-character units with the Mark of Khorne. Marks of Chaos Mark of Chaos Undivided Mark of Khorne"},"3931":{"id":"warriors-of-chaos/rule/thralls-of-chaos","path":"warriors-of-chaos/rule/thralls-of-chaos","title":"Thralls of Chaos","pathText":"warriors of chaos rule thralls of chaos","type":"rule","body":"Those who pull on the strings of the masses within the Old World on behalf of the Dark Gods have little idea just how small a part they play in the designs of the gods. A Cult Magister cannot be your General and can only join a unit with the Dark Pawns special rule. Cult Magister Dark Pawns"},"3932":{"id":"warriors-of-chaos/rule/two-headed-dragon","path":"warriors-of-chaos/rule/two-headed-dragon","title":"Two-headed Dragon","pathText":"warriors of chaos rule two headed dragon","type":"rule","body":"The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas. A Chaos Dragon/Galruch may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn. Dark Fire of Chaos Fumes of Contagion The Shooting Phase"},"3933":{"id":"warriors-of-chaos/rule/unseen-threat","path":"warriors-of-chaos/rule/unseen-threat","title":"Unseen Threat","pathText":"warriors of chaos rule unseen threat","type":"rule","body":"By hiding their accursed mutations, Chaos Cultists can approach their unsuspecting enemies before revealing their true allegiance at the last moment. If this unit is held in reserve, you may apply a +1 or -1 modifier to the result when rolling to determine if it arrives this turn as reinforcements or is delayed. In addition, a unit with this special rule must be placed more than 4\" away from an enemy unit when arriving from reserve, rather than the usual 8\". Chaos Cultists"},"3934":{"id":"warriors-of-chaos/rule/untrusting-allies","path":"warriors-of-chaos/rule/untrusting-allies","title":"Untrusting Allies","pathText":"warriors of chaos rule untrusting allies","type":"rule","body":"Though they both serve the Ruinous Powers, neither man nor beast fully trusts or respects the other. Warriors of Chaos characters cannot join a Beastmen Brayherds unit, nor can Beastmen Brayherds characters join a Warriors of Chaos unit, and neither can join a unit of Chaos Cultists. In addition, Warriors of Chaos units cannot use the Leadership characteristic of Beastmen Brayherds characters, nor can Beastmen Brayherds units use the Leadership characteristic of Warriors of Chaos characters. Chaos Cultists"},"3935":{"id":"warriors-of-chaos/rule/warped-form","path":"warriors-of-chaos/rule/warped-form","title":"Warped Form","pathText":"warriors of chaos rule warped form","type":"rule","body":"With their grim curse in full effect, Skin Wolves can rapidly alter their anatomy whilst on the hunt, allowing them to pursue all manner of prey. When this unit's combat is chosen during Step 1.1 of any Choose & Fight combat sub-phase, choose one of the following Transfigurations. Each Transfiguration lasts until your next Start of Turn sub-phase: Enlarged Claws: The Armour Piercing characteristics of this unit's weapons is improved by 1. Additionally, they gain the Armour Bane (2) special rule. Barbed Protrusions: The unit gains the Extra Attacks (+1) special rule. Toughened Flesh: The unit improves its Toughness characteristic by 1 and its armour value by 2. Armour Piercing Armour Bane (X) Extra Attacks (+X) Armour Value"},"3936":{"id":"warriors-of-chaos/rule/warpfire-aura","path":"warriors-of-chaos/rule/warpfire-aura","title":"Warpfire Aura","pathText":"warriors of chaos rule warpfire aura","type":"rule","body":"These ancient beings exude an aura of baleful radiation that sunders even the most potent magical wards. Other models (both friend and foe) are not permitted a Ward save whilst within 3\" of this model. Ward Saves"},"3937":{"id":"warriors-of-chaos/rule/warriors-duel","path":"warriors-of-chaos/rule/warriors-duel","title":"Warriors' Duel","pathText":"warriors of chaos rule warriors duel","type":"rule","body":"The Marauder tribes respect any warrior brave enough to face their enemy in single combat. Instead of rolling off to determine which player takes the first turn, you may challenge your opponent to a Warrior's Duel. If your opponent accepts, both players choose a single unit champion with a Wounds characteristic of 1 whose troop type is infantry or cavalry from within their army to fight in a Warrior's Duel. The chosen combatants then fight as if engaged in a challenge, fighting as many rounds of combat as necessary to determine a victor. Once a victor has been determined, that model's controlling player takes the first turn. If both champions are slain, the players must roll off as normal. If the challenge is declined, the Wolves of the Sea army counts as having won the roll-off to determine which player takes the first turn. Note that, should a Bretonnian army accept the challenge, it counts as having prayed for the Blessings of the Lady. Should a Bretonnian army decline the challenge, it cannot pray for the Blessing of the Lady and any units that would usually begin the game with it, such as models with the Grail Vow, automatically lose it. Infantry Cavalry Wolves of the Sea Blessings of the Lady The Grail Vow"},"3938":{"id":"warriors-of-chaos/rule/wilful-beast","path":"warriors-of-chaos/rule/wilful-beast","title":"Wilful Beast","pathText":"warriors of chaos rule wilful beast","type":"rule","body":"Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that this model's rider does not gain a +1 modifier to their Attacks characteristic. Start of Turn Leadership Tests Frenzy"},"3939":{"id":"warriors-of-chaos/spell/acquiescence","path":"warriors-of-chaos/spell/acquiescence","title":"Acquiescence","pathText":"warriors of chaos spell acquiescence","type":"spell","body":"The enemy is humbled by the beauty of Slaanesh, letting their weapons fall limply to their sides. Type Hex Casting Value 6+ Range 12\" Mark of Slaanesh only. Until the end of the Combat phase, the target enemy unit becomes subject to the Strike Last special rule. Hex Mark of Slaanesh The Combat Phase Strike Last"},"3940":{"id":"warriors-of-chaos/spell/blackened-bolts","path":"warriors-of-chaos/spell/blackened-bolts","title":"Blackened Bolts","pathText":"warriors of chaos spell blackened bolts","type":"spell","body":"With a gesture, the Sorcerer turns the tendrils of shadow that crawl about them into bolts of dark lightning. Type Magic Missile Casting Value 8+ Range 18\" The target enemy unit suffers 2D6 Strength 3 hits, each with an AP of -1. Any unit that suffers one or more unsaved wounds from this spell must make a Panic test as if it had taken heavy casualties. Magic Missiles Armour Piercing Panic Tests"},"3941":{"id":"warriors-of-chaos/spell/blue-fire","path":"warriors-of-chaos/spell/blue-fire","title":"Blue Fire","pathText":"warriors of chaos spell blue fire","type":"spell","body":"As the Sorcerer's hands draw strange runes in the air, their enemies are consumed by blue flames. Type Magic Missile Casting Value 9+ Range 18\" Mark of Tzeentch only. The target enemy unit suffers D6+3 Strength 4 hits, each with an AP of -2 and with the Flaming Attacks special rule. Magic Missiles Mark of Tzeentch Armour Piercing Flaming Attacks"},"3942":{"id":"warriors-of-chaos/spell/chains-of-darkness","path":"warriors-of-chaos/spell/chains-of-darkness","title":"Chains of Darkness","pathText":"warriors of chaos spell chains of darkness","type":"spell","body":"Shadowy ichor materialises about the foe, solidifying into blackened shackles that weigh heavy upon their limbs. Type Hex Casting Value 8+ Range 18\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -1 modifier to its Movement (to a minimum of 1) and Leadership characteristics (to a minimum of 2). Hex Start of Turn"},"3943":{"id":"warriors-of-chaos/spell/crawling-mists","path":"warriors-of-chaos/spell/crawling-mists","title":"Crawling Mists","pathText":"warriors of chaos spell crawling mists","type":"spell","body":"The Sorcerer manipulates the cloying fog of the Shadowlands to cloak the movements of their allies and hasten their advance. Type Conveyance Casting Value 6+/9+ Range Self If this spell is cast with a casting result of 6 or more, a single friendly unit within 6\" of the caster gains the Reserve Move special rule. If this spell is cast with a casting result of 9 or more, every friendly unit within 6\" of the caster gains the Reserve Move special rule. This spell lasts until the end of this turn. Conveyance Range 'Self' Spells Reserve Move"},"3944":{"id":"warriors-of-chaos/spell/fleshy-abundance","path":"warriors-of-chaos/spell/fleshy-abundance","title":"Fleshy Abundance","pathText":"warriors of chaos spell fleshy abundance","type":"spell","body":"Great wobbling mounds of fat spill out from beneath the armour of the Sorcerer and their comrades. Type Enchantment Casting Value 7+ Range Self Mark of Nurgle only. Remains in Play. Whilst this spell is in play, the caster and any unit they have joined gain a +1 modifier to their Toughness characteristic (to a maximum of 7). Enchantment Range 'Self' Spells Mark of Nurgle Remains in Play"},"3945":{"id":"warriors-of-chaos/spell/maelstrom-of-chaos","path":"warriors-of-chaos/spell/maelstrom-of-chaos","title":"Maelstrom of Chaos","pathText":"warriors of chaos spell maelstrom of chaos","type":"spell","body":"The Sorcerer intones words of the Dark Tongue, summoning the breath of the gods from the dark skies above and gathering it about them before unleashing it upon their enemies. Type Magic Missile Casting Value 7+ Range 15\" Place a small (3\") blast template so that its central hole is directly over the centre of the target enemy unit. Once placed, the template will scatter D3+1\". Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -3. Magic Missiles Templates Armour Piercing"},"3946":{"id":"warriors-of-chaos/spell/shadowed-assailants","path":"warriors-of-chaos/spell/shadowed-assailants","title":"Shadowed Assailants","pathText":"warriors of chaos spell shadowed assailants","type":"spell","body":"At the Sorcerer's command, the enemy's own shadows turn upon them, clawing at flesh with talons of darkness. Type Assailment Casting Value 8+ Range Combat A single enemy unit the caster is engaged in combat with suffers 3D6 Strength 1 hits, with no armour or Regeneration save permitted (Ward saves can be attempted as normal). Assailment Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"3947":{"id":"warriors-of-chaos/spell/veil-of-gloom","path":"warriors-of-chaos/spell/veil-of-gloom","title":"Veil of Gloom","pathText":"warriors of chaos spell veil of gloom","type":"spell","body":"Shrouded by the lingering darkness of the Shadowlands, the Sorcerer summons the breath of the gods to dissipate the enemy's attacks. Type Enchantment Casting Value 9+ Range 15\" Until your next Start of Turn sub-phase, the target friendly unit gains a 4+ Ward save against any wounds suffered that were caused by a template, and a 5+ Ward save against any wounds suffered in the Shooting phase. Enchantment Start of Turn Ward Saves Templates The Shooting Phase"},"3948":{"id":"warriors-of-chaos/spell/vortex-of-darkness","path":"warriors-of-chaos/spell/vortex-of-darkness","title":"Vortex of Darkness","pathText":"warriors of chaos spell vortex of darkness","type":"spell","body":"A swirling tornado of screaming souls and inky-darkness rends and tears at those it passes, shredding flesh and spirit alike. Type Magical Vortex Casting Value 10+ Range 15\" Remains in Play. Place a small (3\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any unit (friend or foe) that moves through the template, or that the template moves over, suffers 3D6 Strength 2 hits, with no armour saves allowed (Ward and Regeneration saves can be attempted as normal). Magical Vortex Remains in Play Templates Difficult Terrain Start of Turn Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3949":{"id":"warriors-of-chaos/spell/winds-of-chaos","path":"warriors-of-chaos/spell/winds-of-chaos","title":"Winds of Chaos","pathText":"warriors of chaos spell winds of chaos","type":"spell","body":"A cold and vicious gale blows from the Northern Wastes, carrying with it the laughter of Dark Gods. Type Hex Casting Value 7+/9+ Range 21\" Mark of Chaos Undivided only. If this spell is cast with a casting result of 7 or more, the target enemy unit suffers a -1 modifier to its Movement characteristic (to a minimum of 1). If this spell is cast with a casting result of 9 or more, the target enemy unit suffers a -2 modifier to its Movement characteristic (to a minimum of 1). This spell lasts until your next Start of Turn sub-phase. Hex Mark of Chaos Undivided Start of Turn"},"3950":{"id":"warriors-of-chaos/unit/aspiring-champion","path":"warriors-of-chaos/unit/aspiring-champion","title":"Aspiring Champion","pathText":"warriors of chaos unit aspiring champion","type":"unit","body":"Aspiring Champion Cost 70 Base Size 30 x 30 mm Unit Size 1 Type Champions Of Chaos Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Gaze of the Gods Mark of Chaos Undivided Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Chaos Steed (+16 points) Daemonic Mount (+35 points) Chaos Chariot (+110 points) Gorebeast Chariot (+135 points) May replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May take Gifts of Chaos up to a total of 50 points May purchase a single Chaotic Trait An Aspiring Champion may purchase magic items up to a total of 50 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Champions Of Chaos Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Lance Shield Chaos Steed Daemonic Mount Chaos Chariot Gorebeast Chariot Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Gifts of Chaos Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3951":{"id":"warriors-of-chaos/unit/chaos-cultists","path":"warriors-of-chaos/unit/chaos-cultists","title":"Chaos Cultists","pathText":"warriors of chaos unit chaos cultists","type":"unit","body":"Chaos Cultist Apostle Cost 6 Base Size 25 x 25 mm Unit Size 5-20 Troop Type Regular Infantry Equipment Mixed weapons (counts as two hand weapons and throwing weapons) Special Rules Ambushers Dark Pawns Mark of Chaos Undivided Open Order Skirmishers Unseen Threat Warband Options The entire unit may swap their mixed weapons for the following: Hand weapon and shortbows (Free) Upgrade one model to an Apostle (champion) (+7 points per unit) Regular Infantry Throwing Weapons Throwing Weapons Ambushers Ambushers Dark Pawns Dark Pawns Mark of Chaos Undivided Mark of Chaos Undivided Open Order Open Order Skirmishers Skirmishers Unseen Threat Unseen Threat Warband Warband Shortbow"},"3952":{"id":"warriors-of-chaos/unit/chaos-dragon","path":"warriors-of-chaos/unit/chaos-dragon","title":"Chaos Dragon","pathText":"warriors of chaos unit chaos dragon","type":"unit","body":"A Chaos Dragon may only be included in your army as a character's mount. Its points are added to that of its rider. Chaos Dragon Cost Override +285 points Base Size 100 x 150 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws Dark Fire of Chaos Fumes of Contagion draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Impetuous Large Target Stomp Attacks (D6) Swiftstride Terror Two-headed Dragon Behemoths Monsters Wicked Claws Wicked Claws Dark Fire of Chaos Dark Fire of Chaos Fumes of Contagion Fumes of Contagion Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Impetuous Impetuous Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Two-headed Dragon Two-headed Dragon"},"3953":{"id":"warriors-of-chaos/unit/chaos-knight","path":"warriors-of-chaos/unit/chaos-knight","title":"Chaos Knights","pathText":"warriors of chaos unit chaos knight","type":"unit","body":"Chaos Knight Champion Chaos Steed Cost 27 Base Size 30 x 60 mm Unit Size 4+ Type Chaos Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Chaos Knights: Hand weapons, heavy armour and shields Chaos Steeds: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Chaos Armour (6+) Close Order Counter Charge Ensorcelled Weapons First Charge Mark of Chaos Undivided Swiftstride Options The entire unit may take lances (+2 points per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+2 points per model) Mark of Nurgle (+2 points per model) Mark of Slaanesh (+2 points per model) Mark of Tzeentch (+2 points per model) Any unit may: Upgrade one model to a champion (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Champion may purchase magic items up to a total of 25 points The entire unit may purchase a single Chaotic Trait Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaos Knights Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Barding Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Close Order Close Order Counter Charge Counter Charge Ensorcelled Weapons Ensorcelled Weapons First Charge First Charge Mark of Chaos Undivided Mark of Chaos Undivided Swiftstride Swiftstride Lance Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3954":{"id":"warriors-of-chaos/unit/chaos-lord","path":"warriors-of-chaos/unit/chaos-lord","title":"Chaos Lord","pathText":"warriors of chaos unit chaos lord","type":"unit","body":"Chaos Lord Cost 195 Base Size 30 x 30 mm Unit Size 1 Type Champions Of Chaos Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon full plate armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Gaze of the Gods Mark of Chaos Undivided Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Chaos Steed (+16 points) Daemonic Mount (+35 points) Chaos Chariot (+110 points) Gorebeast Chariot (+135 points) Manticore (+120 points) Chaos Dragon (+285 points) May replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May take Gifts of Chaos up to a total of 50 points May purchase up to two Chaotic Traits A Chaos Lord may purchase magic items up to a total of 100 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Champions Of Chaos Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Full Plate Armour Full Plate Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Lance Shield Chaos Steed Daemonic Mount Chaos Chariot Gorebeast Chariot Manticore (Warriors of Chaos) Chaos Dragon Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Gifts of Chaos Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3955":{"id":"warriors-of-chaos/unit/chaos-marauder","path":"warriors-of-chaos/unit/chaos-marauder","title":"Chaos Marauders","pathText":"warriors of chaos unit chaos marauder","type":"unit","body":"Chaos Marauder Marauder Headman Cost 6 Base Size 30 x 30 mm Unit Size 5+ Type Chaos Marauders Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Close Order Horde Mark of Chaos Undivided Shieldwall Warband Options The entire unit may take one of the following: Great weapons (+2 points per model) Flails (+1 point per model) The entire unit may take shields (+1 point per model) The entire unit may belong to a single Chaotic Cult: The Cult of the Bloodied Hound (+1 point per model) The Cult of the Carrion Crow (+1 point per model) The Cult of the Slithering Serpent (+1 point per model) The Cult of the Fell Raptor (+1 point per model) Any unit may: Upgrade one model to a Marauder Headman (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Marauder Headman may purchase magic items up to a total of 25 points The entire unit may purchase a single Chaotic Trait 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1 point per model) Replace the Close Order special rule with Skirmishers (Free) Replace the Close Order special rule with Open Order (Free) Purchase a magic standard worth up to 50 points Optional Rules Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor Ambushers Skirmishers Open Order Chaos Marauders Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Close Order Close Order Horde Horde Mark of Chaos Undivided Mark of Chaos Undivided Shieldwall Shieldwall Warband Warband Great Weapon Flail Shield Chaotic Cults Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor Chaotic Traits Ambushers Close Order Skirmish Formation Close Order Open Order Formation Cult of the Bloodied Hound Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Slithering Serpent Cult of the Fell Raptor Cult of the Fell Raptor Ambushers Ambushers Skirmish Formation Skirmish Formation Open Order Formation Open Order Formation"},"3956":{"id":"warriors-of-chaos/unit/chaos-ogre","path":"warriors-of-chaos/unit/chaos-ogre","title":"Chaos Ogres","pathText":"warriors of chaos unit chaos ogre","type":"unit","body":"Chaos Ogre Champion Cost 31 Base Size 40 x 40 mm Unit Size 3-15 Type Chaos Ogres Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Armour Bane (1) Close Order Fear Impact Hits (1) Mark of Chaos Undivided Ogre Charge Options The entire unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+3 points per model) Mark of Nurgle (+3 points per model) Mark of Slaanesh (+3 points per model) Mark of Tzeentch (+3 points per model) Any unit may: Upgrade one model to a champion (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaos Ogres Monstrous Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Ogre Charge Ogre Charge Two Hand Weapons/Additional Hand Weapon Great Weapon Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3957":{"id":"warriors-of-chaos/unit/chaos-spawn","path":"warriors-of-chaos/unit/chaos-spawn","title":"Chaos Spawn","pathText":"warriors of chaos unit chaos spawn","type":"unit","body":"Chaos Spawn Cost 50 Base Size 50 x 50 mm Unit Size 1-4 Type Chaos Spawn Troop Type Monstrous Infantry Unit Category Infantry Equipment Flailing appendages (counts as hand weapons) scaly skin (counts as heavy armour) Special Rules Armour Bane (2) Fear Immune to Psychology Open Order Random Attacks Random Movement Stomp Attacks (1) Unbreakable Options The entire unit may be one of the following: Spawn of Khorne (+3 points per model) Spawn of Nurgle (+2 points per model) Spawn of Slaanesh (+3 points per model) Spawn of Tzeentch (+1 point per model) Optional Rules Spawn of Khorne Spawn of Nurgle Spawn of Slaanesh Spawn of Tzeentch Monstrous Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Fear Fear Immune to Psychology Immune to Psychology Open Order Formation Open Order Formation Random Attacks Random Attacks Random Movement Random Movement Stomp Attacks (X) Stomp Attacks (X) Unbreakable Unbreakable Spawn of Khorne Spawn of Nurgle Spawn of Slaanesh Spawn of Tzeentch Spawn of Khorne Spawn of Nurgle Spawn of Slaanesh Spawn of Tzeentch"},"3958":{"id":"warriors-of-chaos/unit/chaos-steed","path":"warriors-of-chaos/unit/chaos-steed","title":"Chaos Steed","pathText":"warriors of chaos unit chaos steed","type":"unit","body":"Chaos Steed Cost Override +16 points Base Size 30 x 60 mm Unit Size 1 Troop Type Heavy Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) barding Special Rules Counter Charge First Charge Swiftstride Heavy Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Counter Charge Counter Charge First Charge First Charge Swiftstride Swiftstride"},"3959":{"id":"warriors-of-chaos/unit/chaos-troll","path":"warriors-of-chaos/unit/chaos-troll","title":"Chaos Trolls","pathText":"warriors of chaos unit chaos troll","type":"unit","body":"Chaos Troll Cost 39 Base Size 40 x 40 mm Unit Size 1-9 Type Chaos Trolls Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons Troll vomit calloused hides (counts as light armour) Special Rules Armour Bane (1) Close Order Fear Flammable Motley Crew Regeneration (5+) Stupidity Options Any model in the unit may take one of the following: Additional hand weapons (+3 points per model) Great weapons (+4 points per model) Monstrous Infantry Infantry Hand Weapon Hand Weapon Troll Vomit Troll Vomit Light Armour Light Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Flammable Flammable Motley Crew Motley Crew Regeneration (X+) Regeneration (X+) Stupidity Stupidity Two Hand Weapons/Additional Hand Weapon Great Weapon"},"3960":{"id":"warriors-of-chaos/unit/chaos-warhound-handler","path":"warriors-of-chaos/unit/chaos-warhound-handler","title":"Chaos Warhound Handler","pathText":"warriors of chaos unit chaos warhound handler","type":"unit","body":"Chaos Warhound Handler Cost Override +15 points Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Cavalry Equipment Hand weapon heavy armour Special Rules Handler Loner Mark of Chaos Undivided Move Through Cover Vanguard Options May take one of the following: Additional hand weapon (Free) Whip (Free) Regular Infantry Characters (Troop Types) Cavalry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Handler Handler Loner Loner Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Vanguard Vanguard Two Hand Weapons/Additional Hand Weapon Whip"},"3961":{"id":"warriors-of-chaos/unit/chaos-warhounds","path":"warriors-of-chaos/unit/chaos-warhounds","title":"Chaos Warhounds","pathText":"warriors of chaos unit chaos warhounds","type":"unit","body":"Chaos Warhound Cost 6 Base Size 25 x 50 mm Unit Size 5+ Type Chaos Warhounds Troop Type War Beast Unit Category Cavalry Equipment Claws fangs (counts as a hand weapon) Special Rules Loner Move Through Cover Open Order Swiftstride Options Any unit may have: The Armoured Hide (1) special rule (+1 point per model) The Poisoned Attacks special rule (+1 point per model) The Vanguard special rule (+5 points per unit) Warriors of Chaos only. Any unit may be accompanied by a Chaos Warhound Handler (+15 points per unit) Optional Rules Armoured Hide (1) Poisoned Attacks Vanguard Chaos Warhounds War Beasts Cavalry Hand Weapon Hand Weapon Loner Loner Move Through Cover Move Through Cover Open Order Formation Open Order Formation Swiftstride Swiftstride Armoured Hide (X) Poisoned Attacks Vanguard Chaos Warhound Handler Armoured Hide (X) Armoured Hide (X) Poisoned Attacks Poisoned Attacks Vanguard Vanguard"},"3962":{"id":"warriors-of-chaos/unit/chaos-warrior","path":"warriors-of-chaos/unit/chaos-warrior","title":"Chaos Warriors","pathText":"warriors of chaos unit chaos warrior","type":"unit","body":"Chaos Warrior Champion Cost 13 Base Size 30 x 30 mm Unit Size 5+ Type Chaos Warriors Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapons heavy armour Special Rules Chaos Armour (6+) Close Order Ensorcelled Weapons Furious Charge Mark of Chaos Undivided Options The entire unit may take one of the following: Additional hand weapons (+1 point per model) Great weapons (+2 points per model) Halberds (+1 point per model) The entire unit may take shields (+1 point per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+2 points per model) Mark of Nurgle (+2 points per model) Mark of Slaanesh (+2 points per model) Mark of Tzeentch (+2 points per model) Any unit may: Upgrade one model to a champion (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Champion may purchase magic items up to a total of 25 points The entire unit may purchase a single Chaotic Trait Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaos Warriors Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Furious Charge Furious Charge Mark of Chaos Undivided Mark of Chaos Undivided Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Shield Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3963":{"id":"warriors-of-chaos/unit/chariot","path":"warriors-of-chaos/unit/chariot","title":"Chaos Chariot","pathText":"warriors of chaos unit chariot","type":"unit","body":"A Chaos Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Chaos Charioteer (x2) Chaos Steed (x2) Cost 110 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Type Chaos Chariots Troop Type Heavy Chariot Unit Category Chariot Equipment Chaos Charioteers: Hand weapons and halberds Chaos Steeds: Iron-shod hooves (counts as a hand weapon) Special Rules Close Order Ensorcelled Weapons First Charge Impact Hits (D6+1) Mark of Chaos Undivided Options Any Chaos Chariot may replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points per model) Mark of Nurgle (+10 points per model) Mark of Slaanesh (+10 points per model) Mark of Tzeentch (+10 points per model) Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaos Chariots Heavy Chariots Chariots Hand Weapon Halberd Hand Weapon Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons First Charge First Charge Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3964":{"id":"warriors-of-chaos/unit/chimera","path":"warriors-of-chaos/unit/chimera","title":"Chimera","pathText":"warriors of chaos unit chimera","type":"unit","body":"Chimera Cost 170 Base Size 60 x 100 mm Unit Size 1 Type Chimera Troop Type Monstrous Creature Unit Category Monster Equipment Claws fangs (counts as a hand weapon) scaly skin (counts as heavy armour) Special Rules Armour Bane (2, claws and fangs only) Close Order Fly (10) Large Target Stomp Attacks (D3) Swiftstride Terror Options May have flaming breath (+20 points) May have a fiend tail (+10 points) May have the Regeneration (5+) special rule (+15 points) May have the Poisoned Attacks special rule (+10 points) Optional Rules Regeneration (5+) Flaming Breath Poisoned Attacks Fiend Tail Monstrous Creatures Monsters Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Flaming Breath (Warriors of Chaos) Fiend Tail Poisoned Attacks Regeneration (X+) Regeneration (X+) Flaming Breath (Warriors of Chaos) Flaming Breath (Warriors of Chaos) Poisoned Attacks Poisoned Attacks Fiend Tail Fiend Tail"},"3965":{"id":"warriors-of-chaos/unit/chosen-chaos-chariot","path":"warriors-of-chaos/unit/chosen-chaos-chariot","title":"Chosen Chaos Chariot","pathText":"warriors of chaos unit chosen chaos chariot","type":"unit","body":"Chariot Chosen Charioteer (x2) Chaos Steed (x2) Cost 140 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment Chosen Charioteers: Hand weapons and halberds Chaos Steeds: Iron-shod hooves (counts as a hand weapons) Special Rules Close Order Counter Charge Ensorcelled Weapons First Charge Impact Hits (D6+1, Chariot only) Mark of Chaos Undivided Options Any Chosen Chaos Chariot may replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Character Mount: In an army made using the Heralds of Darkness Army of Infamy muster list, Chosen Chariots may be included as character mounts in addition to being taken as Special choices. If so, the chariot's points are added to that of its rider. A Chaos Lord, Exalted Champion or Aspiring Champion may be mounted on a Chosen Chaos Chariot (+140 points) Heavy Chariots Chariots Hand Weapon Halberd Hand Weapon Close Order Close Order Counter Charge Counter Charge Ensorcelled Weapons Ensorcelled Weapons First Charge First Charge Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch Heralds of Darkness Chaos Lord Exalted Champion Aspiring Champion"},"3966":{"id":"warriors-of-chaos/unit/chosen-chaos-knight","path":"warriors-of-chaos/unit/chosen-chaos-knight","title":"Chosen Chaos Knights","pathText":"warriors of chaos unit chosen chaos knight","type":"unit","body":"Chosen Chaos Knight Champion Chaos Steed Cost 36 Base Size 30 x 60 mm Unit Size 3+ Type Chosen Chaos Knights Troop Type Heavy Cavalry Unit Category Cavalry Equipment Chaos Knights: Hand weapons, heavy armour and shields Chaos Steeds: Iron-shod hooves (counts as a hand weapon) and barding Special Rules Chaos Armour (6+) Close Order Counter Charge Ensorcelled Weapons First Charge Mark of Chaos Undivided Stubborn Swiftstride Options The entire unit may take lances (+2 points per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+2 points per model) Mark of Nurgle (+2 points per model) Mark of Slaanesh (+2 points per model) Mark of Tzeentch (+2 points per model) Any unit may: Upgrade one model to a champion (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 100 points Replace heavy armour with full plate armour (+3 points per model) Have the Drilled special rule (+2 points per model) A Champion may purchase magic items up to a total of 25 points The entire unit may purchase up to two Chaotic Traits Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Drilled Chosen Chaos Knights Heavy Cavalry Cavalry Hand Weapon Heavy Armour Shield Hand Weapon Barding Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Close Order Close Order Counter Charge Counter Charge Ensorcelled Weapons Ensorcelled Weapons First Charge First Charge Mark of Chaos Undivided Mark of Chaos Undivided Stubborn Stubborn Swiftstride Swiftstride Lance Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Heavy Armour Full Plate Armour Drilled Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch Drilled Drilled"},"3967":{"id":"warriors-of-chaos/unit/chosen-chaos-warrior","path":"warriors-of-chaos/unit/chosen-chaos-warrior","title":"Chosen Chaos Warriors","pathText":"warriors of chaos unit chosen chaos warrior","type":"unit","body":"Chosen Chaos Warrior Champion Cost 17 Base Size 30 x 30 mm Unit Size 5+ Type Chosen Chaos Warriors Troop Type Heavy Infantry Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Chaos Armour (6+) Close Order Ensorcelled Weapons Furious Charge Mark of Chaos Undivided Stubborn Options The entire unit may take one of the following: Additional hand weapons (+1 point per model) Great weapons (+2 points per model) Halberds (+1 point per model) The entire unit may take shields (+1 point per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+2 points per model) Mark of Nurgle (+2 points per model) Mark of Slaanesh (+2 points per model) Mark of Tzeentch (+2 points per model) Any unit may: Upgrade one model to a champion (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 100 points Replace heavy armour with full plate armour (+2 points per model) Have the Drilled special rule (+1 point per model) A Champion may purchase magic items up to a total of 25 points The entire unit may purchase up to two Chaotic Traits Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Drilled Chosen Chaos Warriors Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Furious Charge Furious Charge Mark of Chaos Undivided Mark of Chaos Undivided Stubborn Stubborn Two Hand Weapons/Additional Hand Weapon Great Weapon Halberd Shield Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Heavy Armour Full Plate Armour Drilled Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch Drilled Drilled"},"3968":{"id":"warriors-of-chaos/unit/cult-magister","path":"warriors-of-chaos/unit/cult-magister","title":"Cult Magister","pathText":"warriors of chaos unit cult magister","type":"unit","body":"Cult Magister Cost 55 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Wizard Level 1 Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon sacrificial dagger Special Rules Lore of Chaos Mark of Chaos Undivided Sacrifice Thralls of Chaos Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Have the Ambushers special rule (+5 points) A Cult Magister may purchase magic items up to a total of 25 points Regular Infantry Characters (Troop Types) Daemonology Dark Magic Hand Weapon Hand Weapon Sacrificial Dagger Sacrificial Dagger Lore of Chaos Lore of Chaos Mark of Chaos Undivided Mark of Chaos Undivided Sacrifice Sacrifice Thralls of Chaos Thralls of Chaos Two Hand Weapons/Additional Hand Weapon Flail Ambushers"},"3969":{"id":"warriors-of-chaos/unit/daemon-prince","path":"warriors-of-chaos/unit/daemon-prince","title":"Daemon Prince (Warriors of Chaos)","pathText":"warriors of chaos unit daemon prince","type":"unit","body":"Daemon Prince Cost 215 Base Size 50 x 50 mm Unit Size 1 Type Daemon Princes Troop Type Monstrous Creature Troop Type Character Unit Category Monster Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Hand weapon light armour Special Rules Chaos Armour (4+) Ensorcelled Weapons Fear Gaze of the Gods Immune to Psychology Lore of Chaos Mark of Chaos Undivided Regeneration (5+) Stomp Attacks (D3+1) Unbreakable Unstable Warp-spawned Options May replace light armour with heavy armour (+6 points) May have the Fly (9) special rule (+30 points) May replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) Unless it has the Mark of Khorne, a Daemon Prince may be a Wizard: Level 1 (+25 points) Level 2 (+50 points) Level 3 (+75 points) Level 4 (+100 points) May take Gifts of Chaos up to a total of 50 points May purchase magic items up to a total of 100 points Optional Rules Fly (9) Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Daemon Princes Monstrous Creatures Characters (Troop Types) Monsters Battle Magic Daemonology Dark Magic Hand Weapon Hand Weapon Light Armour Light Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Fear Fear Gaze of the Gods Gaze of the Gods Immune to Psychology Immune to Psychology Lore of Chaos Lore of Chaos Mark of Chaos Undivided Mark of Chaos Undivided Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Unbreakable Unbreakable Unstable Unstable Warp-spawned Warp-spawned Fly (X) Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Mark of Khorne Gifts of Chaos Fly (X) Fly (X) Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3970":{"id":"warriors-of-chaos/unit/daemonic-mount","path":"warriors-of-chaos/unit/daemonic-mount","title":"Daemonic Mount","pathText":"warriors of chaos unit daemonic mount","type":"unit","body":"Daemonic Mount Cost Override +35 points Base Size 40 x 60 mm (min), 50 x 75 mm (max) Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Daemonic hooves (counts as a hand weapon) barding Special Rules Armour Bane (1, Daemonic Mount only) Counter Charge Fear Magical Attacks Mark of Chaos (as rider) Stomp Attacks (1) Swiftstride Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Barding Barding Armour Bane (X) Armour Bane (X) Counter Charge Counter Charge Fear Fear Magical Attacks Magical Attacks Marks of Chaos Marks of Chaos Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"3971":{"id":"warriors-of-chaos/unit/exalted-champion","path":"warriors-of-chaos/unit/exalted-champion","title":"Exalted Champion","pathText":"warriors of chaos unit exalted champion","type":"unit","body":"Exalted Champion Cost 125 Base Size 30 x 30 mm Unit Size 1 Type Champions Of Chaos Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon heavy armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Gaze of the Gods Mark of Chaos Undivided Rallying Cry Options May take one of the following: Additional hand weapon (+3 points) Flail (+3 points) Great weapon (+4 points) Halberd (+3 points) Lance (if appropriately mounted) (+4 points) May take a shield (+2 points) May be mounted: Chaos Steed (+16 points) Daemonic Mount (+35 points) Chaos Chariot (+110 points) Gorebeast Chariot (+135 points) Manticore (+120 points) Chaos Dragon (+285 points) May replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May take Gifts of Chaos up to a total of 50 points May purchase a single Chaotic Trait An Exalted Champion may purchase magic items up to a total of 75 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Champions Of Chaos Heavy Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Rallying Cry Rallying Cry Two Hand Weapons/Additional Hand Weapon Flail Great Weapon Halberd Lance Shield Chaos Steed Daemonic Mount Chaos Chariot Gorebeast Chariot Manticore (Warriors of Chaos) Chaos Dragon Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Gifts of Chaos Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3972":{"id":"warriors-of-chaos/unit/exalted-sorcerer","path":"warriors-of-chaos/unit/exalted-sorcerer","title":"Exalted Sorcerer","pathText":"warriors of chaos unit exalted sorcerer","type":"unit","body":"Exalted Sorcerer Cost 90 Base Size 30 x 30 mm Unit Size 1 Type Sorcerers Of Chaos Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Lore of the Shadowlands Equipment Hand weapon light armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Gaze of the Gods Lore of Chaos Mark of Chaos Undivided Options May be mounted: Chaos Steed (+16 points) Daemonic Mount (+35 points) Chaos Chariot (+110 points) May replace the Mark of Chaos Undivided with the: Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May take Gifts of Chaos up to a total of 50 points May purchase a single Chaotic Trait An Exalted Sorcerer may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Sorcerers Of Chaos Heavy Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Lore of the Shadowlands Hand Weapon Hand Weapon Light Armour Light Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Lore of Chaos Lore of Chaos Mark of Chaos Undivided Mark of Chaos Undivided Chaos Steed Daemonic Mount Chaos Chariot Mark of Chaos Undivided Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Gifts of Chaos Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3973":{"id":"warriors-of-chaos/unit/forsaken","path":"warriors-of-chaos/unit/forsaken","title":"Forsaken","pathText":"warriors of chaos unit forsaken","type":"unit","body":"Forsaken Cost 19 Base Size 30 x 30 mm Unit Size 5+ Type Forsaken Troop Type Heavy Infantry Unit Category Infantry Equipment Mutated weapons (counts as hand weapons) heavy armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Furious Charge Immune to Psychology Impetuous Loner Open Order Rampant Mutation Random Attacks Stubborn Options The entire unit must be one of the following: Forsaken by Khorne Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Tzeentch Optional Rules Forsaken by Khorne Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Tzeentch Heavy Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Furious Charge Furious Charge Immune to Psychology Immune to Psychology Impetuous Impetuous Loner Loner Open Order Formation Open Order Formation Rampant Mutation Rampant Mutation Random Attacks Random Attacks Stubborn Stubborn Forsaken by Khorne Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Tzeentch Forsaken by Khorne Forsaken by Khorne Forsaken by Nurgle Forsaken by Nurgle Forsaken by Slaanesh Forsaken by Slaanesh Forsaken by Tzeentch Forsaken by Tzeentch"},"3974":{"id":"warriors-of-chaos/unit/frydaal-the-chainmaker","path":"warriors-of-chaos/unit/frydaal-the-chainmaker","title":"Frydaal The Chainmaker","pathText":"warriors of chaos unit frydaal the chainmaker","type":"unit","body":"Frydaal the Chainmaker is an Exalted Champion. She may be included in any Warriors of Chaos army made using any army composition list that includes this option. She must be fielded as presented here. Frydaal The Chainmaker Cost 235 Base Size 30 x 30 mm Unit Size 1 Troop Type Heavy Infantry Troop Type Named Character Unit Category Infantry Equipment Hand weapon Storm's Wrath full plate armour shield Special Rules Ambushers Chainmaker Chaos Armour (5+) Commander & Captain Ensorcelled Weapons Gaze of the Gods Impact Hits (1) Mark of Chaos Undivided Peerless Raider Rallying Cry Heavy Infantry Named Characters (Warhammer Armies) Infantry Hand Weapon Hand Weapon Storm's Wrath Storm's Wrath Full Plate Armour Full Plate Armour Shield Shield Ambushers Ambushers Chainmaker Chainmaker Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Commander & Captain Commander & Captain Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Impact Hits (X) Impact Hits (X) Mark of Chaos Undivided Mark of Chaos Undivided Peerless Raider Peerless Raider Rallying Cry Rallying Cry"},"3975":{"id":"warriors-of-chaos/unit/galrauch","path":"warriors-of-chaos/unit/galrauch","title":"Galrauch","pathText":"warriors of chaos unit galrauch","type":"unit","body":"Galrauch, the Great Drake may be included in any Warriors of Chaos army made using any army composition list. He must be fielded as presented here. Galrauch Cost 465 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Troop Type Named Character Unit Category Monster Wizard Level 4 Magic Lore Dark Magic Equipment Wicked claws Dark Fire of Chaos Fumes of Contagion draconic scales (counts as full plate armour) Special Rules Armoured Hide (1) Breath of Change Close Order Fly (10) Large Target Mark of Tzeentch Regeneration (5+) Spirit of Galrauch Stomp Attacks (D6) Swiftstride Terror Two-headed Dragon Behemoths Named Characters (Warhammer Armies) Monsters Dark Magic Wicked Claws Wicked Claws Dark Fire of Chaos Dark Fire of Chaos Fumes of Contagion Fumes of Contagion Full Plate Armour Full Plate Armour Armoured Hide (X) Armoured Hide (X) Breath of Change Breath of Change Close Order Close Order Fly (X) Fly (X) Large Target Large Target Mark of Tzeentch Mark of Tzeentch Regeneration (X+) Regeneration (X+) Spirit of Galrauch Spirit of Galrauch Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Two-headed Dragon Two-headed Dragon"},"3976":{"id":"warriors-of-chaos/unit/gigantic-spawn-of-chaos","path":"warriors-of-chaos/unit/gigantic-spawn-of-chaos","title":"Gigantic Spawn of Chaos","pathText":"warriors of chaos unit gigantic spawn of chaos","type":"unit","body":"Gigantic Spawn Cost 145 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Slashing talons gnashing maws scaly skin (counts as heavy armour) Special Rules Armour Bane (2) Close Order First Charge Immune to Psychology Large Target Random Attacks Random Movement Stomp Attacks (D6) Terror Timmm-berrr! Unbreakable Options May be one of the following: Gigantic Spawn of Khorne (+20 points) Gigantic Spawn of Nurgle (+25 points)\\ Gigantic Spawn of Slaanesh (+15 points) Gigantic Spawn of Tzeentch (+10 points) Optional Rules Curse by the Gods Gigantic Spawn of Khorne Gigantic Spawn of Nurgle Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Chaos Incarnate: Any army made using the Warriors of Chaos or Beastmen Brayherds Grand Army composition lists may include 0-1 Gigantic Spawn of Chaos per 1,000 points as a Rare choice. Behemoths Monsters Slashing Talons (Warriors of Chaos) Slashing Talons (Warriors of Chaos) Gnashing Maws Gnashing Maws Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Close Order Close Order First Charge First Charge Immune to Psychology Immune to Psychology Large Target Large Target Random Attacks Random Attacks Random Movement Random Movement Stomp Attacks (X) Stomp Attacks (X) Terror Terror Timmm-berrr! Timmm-berrr! Unbreakable Unbreakable Gigantic Spawn of Khorne Gigantic Spawn of Nurgle Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Cursed by the Gods Cursed by the Gods Gigantic Spawn of Khorne Gigantic Spawn of Khorne Gigantic Spawn of Nurgle Gigantic Spawn of Nurgle Gigantic Spawn of Slaanesh Gigantic Spawn of Slaanesh Gigantic Spawn of Tzeentch Gigantic Spawn of Tzeentch Warriors of Chaos Army List Beastmen Brayherds Army List"},"3977":{"id":"warriors-of-chaos/unit/gorebeast-chariot","path":"warriors-of-chaos/unit/gorebeast-chariot","title":"Gorebeast Chariot","pathText":"warriors of chaos unit gorebeast chariot","type":"unit","body":"A Gorebeast Chariot may be included in your army as a character's mount. If so, its points are added to that of its rider. Chariot Chaos Charioteer (x2) Gorebeast (x1) Cost 135 Base Size 60 x 100 mm Unit Size 1 Armour Value 3+ Troop Type Heavy Chariot Unit Category Chariot Equipment Chaos Charioteers: Hand weapons and halberds Gorebeast: Goring horns (counts as a hand weapon) Special Rules Armour Bane (1, Gorebeast only) Close Order Ensorcelled Weapons First Charge Impact Hits (D6+2) Killing Blow (Gorebeast only) Mark of Chaos Undivided Options Any Chaos Chariot may replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points per model) Mark of Nurgle (+10 points per model) Mark of Slaanesh (+10 points per model) Mark of Tzeentch (+10 points per model) Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Heavy Chariots Chariots Hand Weapon Halberd Hand Weapon Armour Bane (X) Armour Bane (X) Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons First Charge First Charge Impact Hits (X) Impact Hits (X) Killing Blow Killing Blow Mark of Chaos Undivided Mark of Chaos Undivided Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3978":{"id":"warriors-of-chaos/unit/hellcannon","path":"warriors-of-chaos/unit/hellcannon","title":"Hellcannon","pathText":"warriors of chaos unit hellcannon","type":"unit","body":"Hellcannon Chaos Dwarf Handlers (x3) Cost 215 Base Size 100 x 150 mm (Hellcannon), 25 x 25 mm (Chaos Dwarf Handlers) Unit Size 1 Armour Value 4+ Type Hellcannon Troop Type Behemoth Unit Category Monster Equipment Hellcannon: Doomfire and hand weapons Chaos Dwarf Handlers: Hand weapons Special Rules Armour Bane (1) Caged Fury Close Order Ensorcelled Weapons Immune to Psychology Impact Hits (D6) Large Target Monster Handlers Regeneration (6+) Terror Unbreakable Warp-spawned Behemoths Monsters Doomfire Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Caged Fury Caged Fury Close Order Close Order Ensorcelled Weapons Ensorcelled Weapons Immune to Psychology Immune to Psychology Impact Hits (X) Impact Hits (X) Large Target Large Target Monster Handlers Monster Handlers Regeneration (X+) Regeneration (X+) Terror Terror Unbreakable Unbreakable Warp-spawned Warp-spawned"},"3979":{"id":"warriors-of-chaos/unit/manticore-warriors-of-chaos","path":"warriors-of-chaos/unit/manticore-warriors-of-chaos","title":"Manticore (Warriors of Chaos)","pathText":"warriors of chaos unit manticore warriors of chaos","type":"unit","body":"A Manticore may only be included in your army as a character's mount. Its points are added to that of its rider. Manticore Cost Override +120 points Base Size 60 x 100 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws scaly skin (counts as heavy armour) Special Rules Close Order Fly (9) Large Target Stomp Attacks (D3) Swiftstride Terror Wilful Beast Options May have a venomous tail (+15 points) Optional Rules Venomous Tail Monstrous Creatures Monsters Wicked Claws Wicked Claws Heavy Armour Heavy Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Wilful Beast Wilful Beast Venomous Tail Venomous Tail Venomous Tail"},"3980":{"id":"warriors-of-chaos/unit/marauder-horseman","path":"warriors-of-chaos/unit/marauder-horseman","title":"Marauder Horsemen","pathText":"warriors of chaos unit marauder horseman","type":"unit","body":"Marauder Horseman Marauder Horsemaster Warhorse Cost 12 Base Size 30 x 60 mm Unit Size 5+ Type Marauder Horsemen Troop Type Light Cavalry Unit Category Cavalry Equipment Marauder Horseman: Hand weapons, light armour and shields Warhorse: Iron-shod hooves (counts as a hand weapon) Special Rules Fast Cavalry Fire & Flee Mark of Chaos Undivided Open Order Swiftstride Warband Options The entire unit may take one of the following: Cavalry spears (Free) Throwing spears (Free) Flails (+1 point per model) The entire unit may take throwing axes (+1 point per model) The entire unit may belong to a single Chaotic Cult: The Cult of the Bloodied Hound (+1 point per model) The Cult of the Carrion Crow (+1 point per model) The Cult of the Slithering Serpent (+1 point per model) The Cult of the Fell Raptor (+1 point per model) Any unit may: Upgrade one model to a Marauder Horsemaster (champion) (+7 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) A Marauder Horsemaster may purchase magic items up to a total of 25 points The entire unit may purchase a single Chaotic Trait 0-1 unit per 1,000 points may: Have the Ambushers special rule (+1 point per model) Replace the Close Order special rule with Skirmishers (Free) Purchase a magic standard worth up to 50 points Optional Rules Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor Ambushers Skirmishers Marauder Horsemen Light Cavalry Cavalry Hand Weapon Light Armour Shield Hand Weapon Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Mark of Chaos Undivided Mark of Chaos Undivided Open Order Formation Open Order Formation Swiftstride Swiftstride Warband Warband Cavalry Spear Throwing Spear Flail Throwing Axe Chaotic Cults Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Fell Raptor Chaotic Traits Ambushers Close Order Skirmish Formation Cult of the Bloodied Hound Cult of the Bloodied Hound Cult of the Carrion Crow Cult of the Carrion Crow Cult of the Slithering Serpent Cult of the Slithering Serpent Cult of the Fell Raptor Cult of the Fell Raptor Ambushers Ambushers Skirmish Formation Skirmish Formation"},"3981":{"id":"warriors-of-chaos/unit/marauder-tribe-berserkers","path":"warriors-of-chaos/unit/marauder-tribe-berserkers","title":"Marauder Tribe Berserkers","pathText":"warriors of chaos unit marauder tribe berserkers","type":"unit","body":"Marauder Tribe Berserker Headtaker Cost 8 Base Size 30 x 30 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons light armour Special Rules Frenzy Mark of Chaos Undivided Move Through Cover Open Order Relentless Warriors Skirmishers Warband Options The entire unit may take one of the following: Additional hand weapons (+1 point per model) Flails (+1 point per model) The entire unit may take throwing axes (+1 point per model) The entire unit may purchase a single Chaotic Trait Any unit may: Upgrade one model to a Headtaker (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Have the Ambushers special rule (+1 point per model) Optional Rules Ambushers Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Frenzy Frenzy Mark of Chaos Undivided Mark of Chaos Undivided Move Through Cover Move Through Cover Open Order Formation Open Order Formation Relentless Warriors Relentless Warriors Skirmish Formation Skirmish Formation Warband Warband Two Hand Weapons/Additional Hand Weapon Flail Throwing Axe Chaotic Traits Ambushers Ambushers Ambushers"},"3982":{"id":"warriors-of-chaos/unit/marauder-tribe-chieftain","path":"warriors-of-chaos/unit/marauder-tribe-chieftain","title":"Marauder Tribe Chieftain","pathText":"warriors of chaos unit marauder tribe chieftain","type":"unit","body":"Marauder Tribe Chieftains Cost 65 Base Size 30 x 30 mm Unit Size 1 Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon light armour Special Rules Ambushers Chaos Armour (6+) Gaze of the Gods Mark of Chaos Undivided Rallying Cry Warband Options May take one of the following: Flail (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+4 points) May take one of the following: Throwing axes (+2 points) Javelins (+2 points) May take a shield (+2 points) May be mounted on a Warhorse (+14 points) May replace the Mark of Chaos Undivided with the: Mark of Khorne (+10 points) Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May purchase a single Chaotic Trait May purchase magic items up to a total of 50 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Light Armour Light Armour Ambushers Ambushers Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Gaze of the Gods Gaze of the Gods Mark of Chaos Undivided Mark of Chaos Undivided Rallying Cry Rallying Cry Warband Warband Flail Great Weapon Cavalry Spear Throwing Axe Javelin Shield Warhorse (Warriors of Chaos) Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3983":{"id":"warriors-of-chaos/unit/marauder-tribe-huscarls","path":"warriors-of-chaos/unit/marauder-tribe-huscarls","title":"Marauder Tribe Huscarls","pathText":"warriors of chaos unit marauder tribe huscarls","type":"unit","body":"Marauder Tribe Huscarl First Sword Warhorse Cost 18 Base Size 30 x 60 mm Unit Size 5+ Troop Type Light Cavalry Unit Category Cavalry Equipment Huscarls: Hand weapons and light armour Warhorses: Iron-shod hooves (counts as a hand weapons) Special Rules Close Order Counter Charge Furious Charge Mark of Chaos Undivided Swiftstride Warband Options The entire unit must take one of the following: Cavalry spears (Free) Flails (+1 point per model) The entire unit may take one of the following: Throwing axes (+1 point per model) Javelins (+1 point per model) The entire unit may: Replace light armour with heavy armour (+1 point per model) Take shields (+1 point per model) The entire unit may replace the Mark of Chaos Undivided with the: Mark of Khorne (+2 points per model) Mark of Nurgle (+2 points per model) Mark of Slaanesh (+2 points per model) Mark of Tzeentch (+2 points per model) Any unit may: Upgrade one model to a First Sword (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points 0-1 unit per 1,000 points may have the Drilled special rule (+2 point per model) A First Sword may purchase magic items up to a total of 25 points The entire unit may purchase up to two Chaotic Traits Optional Rules Drilled Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Light Cavalry Cavalry Hand Weapon Light Armour Hand Weapon Close Order Close Order Counter Charge Counter Charge Furious Charge Furious Charge Mark of Chaos Undivided Mark of Chaos Undivided Swiftstride Swiftstride Warband Warband Cavalry Spear Flail Throwing Axe Javelin Light Armour Shield Mark of Chaos Undivided Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Drilled Chaotic Traits Drilled Drilled Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3984":{"id":"warriors-of-chaos/unit/skin-wolves","path":"warriors-of-chaos/unit/skin-wolves","title":"Skin Wolves","pathText":"warriors of chaos unit skin wolves","type":"unit","body":"Skin Wolf Skin Wolf Jarl Cost 45 Base Size 50 x 50 mm Unit Size 2+ Troop Type Monstrous Infantry Unit Category Infantry Equipment Claws fangs (counts as hand weapon) Special Rules Blood Rage Fear Mark of Chaos Undivided Open Order Primal Fury Regeneration (5+) Skirmishers Swiftstride Warped Form Options Any unit may upgrade one model to a Skin Wolf Jarl (Champion) (+7 points) Monstrous Infantry Infantry Hand Weapon Hand Weapon Blood Rage Blood Rage Fear Fear Mark of Chaos Undivided Mark of Chaos Undivided Open Order Formation Open Order Formation Primal Fury Primal Fury Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Swiftstride Swiftstride Warped Form Warped Form"},"3985":{"id":"warriors-of-chaos/unit/sorcerer-lord","path":"warriors-of-chaos/unit/sorcerer-lord","title":"Sorcerer Lord","pathText":"warriors of chaos unit sorcerer lord","type":"unit","body":"Sorcerer Lord Cost 195 Base Size 30 x 30 mm Unit Size 1 Type Sorcerers Of Chaos Troop Type Heavy Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Magic Lore Lore of the Shadowlands Equipment Hand weapon heavy armour Special Rules Chaos Armour (5+) Ensorcelled Weapons Gaze of the Gods Lore of Chaos Mark of Chaos Undivided Options May be mounted: Chaos Steed (+16 points) Daemonic Mount (+35 points) Chaos Chariot (+110 points) Manticore (+120 points) Chaos Dragon (+285 points) May replace the Mark of Chaos Undivided with the: Mark of Nurgle (+10 points) Mark of Slaanesh (+10 points) Mark of Tzeentch (+10 points) May take Gifts of Chaos up to a total of 50 points May purchase up to two Chaotic Traits A Sorcerer Lord may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Optional Rules Mark of Khorne Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Sorcerers Of Chaos Heavy Infantry Characters (Troop Types) Infantry Battle Magic Daemonology Dark Magic Lore of the Shadowlands Hand Weapon Hand Weapon Heavy Armour Heavy Armour Chaos Armour (Warriors of Chaos) Chaos Armour (Warriors of Chaos) Ensorcelled Weapons Ensorcelled Weapons Gaze of the Gods Gaze of the Gods Lore of Chaos Lore of Chaos Mark of Chaos Undivided Mark of Chaos Undivided Chaos Steed Daemonic Mount Chaos Chariot Manticore (Warriors of Chaos) Chaos Dragon Mark of Chaos Undivided Mark of Nurgle Mark of Slaanesh Mark of Tzeentch Gifts of Chaos Chaotic Traits Mark of Khorne Mark of Khorne Mark of Nurgle Mark of Nurgle Mark of Slaanesh Mark of Slaanesh Mark of Tzeentch Mark of Tzeentch"},"3986":{"id":"warriors-of-chaos/unit/warhorse-warriors-of-chaos","path":"warriors-of-chaos/unit/warhorse-warriors-of-chaos","title":"Warhorse (Warriors of Chaos)","pathText":"warriors of chaos unit warhorse warriors of chaos","type":"unit","body":"Warhorse Cost Override +14 points Base Size 30 x 60 mm Unit Size 1 Troop Type Light Cavalry Unit Category Cavalry Equipment Iron-shod hooves (counts as a hand weapon) Special Rules Counter Charge Fast Cavalry Swiftstride Light Cavalry Cavalry Hand Weapon Hand Weapon Counter Charge Counter Charge Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"3987":{"id":"warriors-of-chaos/unit/warpfire-dragon","path":"warriors-of-chaos/unit/warpfire-dragon","title":"Warpfire Dragon","pathText":"warriors of chaos unit warpfire dragon","type":"unit","body":"Warpfire Dragon Cost 375 Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Wizard Level 0 Magic Lore Battle Magic Magic Lore Daemonology Magic Lore Dark Magic Equipment Wicked claws Warpfire Blast draconic scales (counts as full plate armour) Special Rules Close Order Explosive Demise Fire & Chaos Fly (10) Large Target Lore of Chaos Magical Attacks Magic Resistance (-2) Mark of Chaos Undivided Regeneration (5+) Stomp Attacks (D6) Swiftstride Terror Warpfire Aura Options A Warpfire Dragon may be a Wizard: Level 1 (+30 points) Level 2 (+60 points) Pledged to the Darkness: Any army made using the Warriors of Chaos Grand Army composition list may include 0-1 Warpfire Dragon as a Rare choice. Behemoths Monsters Battle Magic Daemonology Dark Magic Wicked Claws Wicked Claws Warpfire Blast Warpfire Blast Full Plate Armour Full Plate Armour Close Order Close Order Explosive Demise Explosive Demise Fire & Chaos Fire & Chaos Fly (X) Fly (X) Large Target Large Target Lore of Chaos Lore of Chaos Magical Attacks Magical Attacks Magic Resistance (-X) Magic Resistance (-X) Mark of Chaos Undivided Mark of Chaos Undivided Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror Warpfire Aura Warpfire Aura Warriors of Chaos Army List"},"3988":{"id":"warriors-of-chaos/weapon/dark-fire-of-chaos","path":"warriors-of-chaos/weapon/dark-fire-of-chaos","title":"Dark Fire of Chaos","pathText":"warriors of chaos weapon dark fire of chaos","type":"rule","body":"Dark Fire of Chaos Breath Weapon Flaming Attacks Magical Attacks Breath Weapon Flaming Attacks Magical Attacks"},"3989":{"id":"warriors-of-chaos/weapon/doomfire","path":"warriors-of-chaos/weapon/doomfire","title":"Doomfire","pathText":"warriors of chaos weapon doomfire","type":"rule","body":"Doomfire Bombardment Cumbersome Move or Shoot Multiple Wounds (D3) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule, a 3\" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Bombardment Cumbersome Move or Shoot Multiple Wounds (X) Bombardment Hellcannon Misfire Table"},"3990":{"id":"warriors-of-chaos/weapon/fiend-tail","path":"warriors-of-chaos/weapon/fiend-tail","title":"Fiend Tail","pathText":"warriors of chaos weapon fiend tail","type":"rule","body":"Fiend Tail Extra Attacks (+D3) Notes: In combat, a Chimera with a fiend tail may make an additional D3 attacks each turn, each of which must be made with this weapon. Extra Attacks (+X)"},"3991":{"id":"warriors-of-chaos/weapon/flaming-breath-warriors-of-chaos","path":"warriors-of-chaos/weapon/flaming-breath-warriors-of-chaos","title":"Flaming Breath (Warriors of Chaos)","pathText":"warriors of chaos weapon flaming breath warriors of chaos","type":"rule","body":"Flaming Breath (Warriors of Chaos) Breath Weapon Flaming Attacks Breath Weapon Flaming Attacks"},"3992":{"id":"warriors-of-chaos/weapon/fumes-of-contagion","path":"warriors-of-chaos/weapon/fumes-of-contagion","title":"Fumes of Contagion","pathText":"warriors of chaos weapon fumes of contagion","type":"rule","body":"Fumes of Contagion Breath Weapon Magical Attacks Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal). Breath Weapon Magical Attacks Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"3993":{"id":"warriors-of-chaos/weapon/gnashing-maws","path":"warriors-of-chaos/weapon/gnashing-maws","title":"Gnashing Maws","pathText":"warriors of chaos weapon gnashing maws","type":"rule","body":"Gnashing Maws Strike Last Notes: In combat, this model may choose to make one of its attacks each turn with this weapon. For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound. Strike Last"},"3994":{"id":"warriors-of-chaos/weapon/sacrificial-dagger","path":"warriors-of-chaos/weapon/sacrificial-dagger","title":"Sacrificial Dagger","pathText":"warriors of chaos weapon sacrificial dagger","type":"rule","body":"Sacrificial Dagger Strike First Strike First"},"3995":{"id":"warriors-of-chaos/weapon/slashing-talons-warriors-of-chaos","path":"warriors-of-chaos/weapon/slashing-talons-warriors-of-chaos","title":"Slashing Talons (Warriors of Chaos)","pathText":"warriors of chaos weapon slashing talons warriors of chaos","type":"rule","body":"Slashing Talons -"},"3996":{"id":"warriors-of-chaos/weapon/warpfire-blast","path":"warriors-of-chaos/weapon/warpfire-blast","title":"Warpfire Blast","pathText":"warriors of chaos weapon warpfire blast","type":"rule","body":"Warpfire Blast Bombardment Cumbersome Flaming Attacks Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the Bombardment special rule and a 3\" blast template. If a 'Misfire' is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Bombardment Cumbersome Flaming Attacks Multiple Wounds (X) Bombardment Multiple Wounds (X)"},"3997":{"id":"wood-elf-realms/armylist/grand-army","path":"wood-elf-realms/armylist/grand-army","title":"Wood Elf Realms Army List","pathText":"wood elf realms armylist grand army","type":"rule","body":"This section details the Grand Army composition list for the Wood Elf Realms. This is the default army composition list for this faction. Using this army composition list to write your muster list will give you the widest variety of units to choose from and create a broad and balanced force. This army list is intended for use alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. Grand Army Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Glade Lord or Spellweaver per 1,000 points 0-1 Treeman Ancient per 1,000 points Glade Captains, Spellsingers, Shadowdancers, Waystalkers and Branchwraiths Core At least 25% of your army's points value must be spent on: 1+ unit of Glade Guard Eternal Guard, Dryads and Glade Riders 0-1 unit of Deepwood Scouts may be taken as a Core choice per 1,000 points Special Up to 50% of your army's points value may be spent on: Deepwood Scouts, Wildwood Rangers, Wardancers, Sisters of the Thorn, Wild Riders and Warhawk Riders 0-2 units of Tree Kin per 1,000 points Rare Up to 25% of your army's points value may be spent on: Treemen 0-1 unit of Waywatchers per Waystalker taken 0-3 Great Eagles per 1,000 points Wood Elf Beast Packs Mercenaries Up to 20% of your army's points value may be spent on mercenaries, including: Badlands Ogre Bulls Note that mercenary units drawn from another army list gain the Mercenaries special rule and become subject to the Misbehaving Mercenaries rules. Allies Up to 25% of your army's points value may be spent on a single allied contingent drawn from: Any Wood Elf Realms Army of Infamy composition list One of the following Grand Army composition lists: Empire of Man (Uneasy) Grand Cathay (Suspicious) Kingdom of Bretonnia High Elf Realms Battle Standard Bearer A single Glade Captain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Banner with no points limit. Forming Units Warhammer Armies Glade Lord Spellweaver Treeman Ancient Glade Captain Spellsinger Shadowdancer Waystalker Branchwraith Glade Guard Eternal Guard Dryads Glade Riders Deepwood Scouts Deepwood Scouts Wildwood Rangers Wardancers Sisters of the Thorn Wild Riders Warhawk Riders Tree Kin Treeman Waywatchers Waystalker Great Eagle Wood Elf Beast Pack Mercenaries (Warhammer Armies) Badlands Ogre Bulls Mercenaries Misbehaving Mercenaries Creating an Allied Contingent Empire of Man Uneasy Allied Contingents Grand Cathay Army List Suspicious Allied Contingents Kingdom of Bretonnia High Elf Realms The Battle Standard"},"3998":{"id":"wood-elf-realms/armylist/host-of-talsyn","path":"wood-elf-realms/armylist/host-of-talsyn","title":"Host of Talsyn","pathText":"wood elf realms armylist host of talsyn","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Wood Elf Realms army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field a Host of Talsyn army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Glade Lord or Spellweaver per 1,000 points 0-1 Treeman Ancient per 1,000 points 0-1 Warden of Talsyn per 1,000 points 0-1 Shadowdancer per unit of Wardancers taken Glade Captains, Spellsingers and Branchwraiths Core At least 25% of your army's points value must be spent on: 1+ unit of Eternal Guard Dryads 0-1 unit of Glade Guard per 1,000 points 0-1 unit of Deepwood Scouts may be taken as a Core choice Special Up to 50% of your army's points value may be spent on: Deepwood Scouts, Guardians of Talsyn, Wildwood Rangers and Sisters of the Thorn 0-2 units of Tree Kin per 1,000 points Rare Up to 33% of your army's points value may be spent on: Treemen and Wardancers 0-3 Great Eagles per 1,000 points Battle Standard Bearer A single Glade Captain or Warden of Talsyn in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Banner with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Wood Elf Realms magic items. Forming Units Warhammer Armies Glade Lord Spellweaver Treeman Ancient Warden of Talsyn Shadowdancer Wardancers Glade Captain Spellsinger Branchwraith Eternal Guard Dryads Glade Guard Deepwood Scouts Deepwood Scouts Guardians of Talsyn Wildwood Rangers Sisters of the Thorn Tree Kin Treeman Wardancers Great Eagle The Battle Standard"},"3999":{"id":"wood-elf-realms/armylist/orions-wild-hunt","path":"wood-elf-realms/armylist/orions-wild-hunt","title":"Orion's Wild Hunt","pathText":"wood elf realms armylist orions wild hunt","type":"rule","body":"This Army of Infamy composition list is designed to be used with the Wood Elf Realms army list found in Warhammer: the Old World – Forces of Fantasy, and alongside the Forming Units and Warhammer Armies sections of the Warhammer: the Old World rulebook. If you wish to field an Orion's Wild Hunt army in your games of Warhammer: the Old World, you may write your muster list using the Army of Infamy composition list below instead of the Grand Army composition list found in Forces of Fantasy. Army of Infamy Composition List Characters Up to 50% of your army's points value may be spent on: 0-1 Glade Lord per 1,000 points 0-1 Shadowdancer, Spellsinger or Waystalker per 1,000 points Glade Captains Core At least 25% of your army's points value must be spent on: 0-1 unit of Wild Riders per 1,000 points Glade Riders Special Up to 50% of your army's points value may be spent on: 0-1 unit of Sisters of the Thorn per 1,000 points Wardancers, Warhawk Riders, Wild Riders and Wood Elf Beast Packs Rare Up to 25% of your army's points value may be spent on: 0-1 unit of Waywatchers per Waystalker taken 0-3 Great Eagles per 1,000 points Deepwood Scouts and Wildwood Rangers Battle Standard Bearer A single Glade Captain in your army may be upgraded to be your Battle Standard Bearer for +25 points. In addition to their usual allowance of points to spend on magic items, a Battle Standard Bearer can purchase a single Magic Banner with no points limit. Magic Items Any models that have the option to purchase magic items may purchase Common or Wood Elf Realms magic items. Forming Units Warhammer Armies Glade Lord Shadowdancer Spellsinger Waystalker Glade Captain Wild Riders Glade Riders Sisters of the Thorn Wardancers Warhawk Riders Wild Riders Wood Elf Beast Pack Waywatchers Waystalker Great Eagle Deepwood Scouts Wildwood Rangers The Battle Standard"},"4000":{"id":"wood-elf-realms/faction","path":"wood-elf-realms/faction","title":"Wood Elf Realms","pathText":"wood elf realms faction","type":"army","body":"Rules Special Rules Chieftains of the Hunter-King The Arrow of Kurnous The Spirit of Kurnous Troubadour of Loec Hawk-eyed Archer Worthy of Kurnous Ancient Enemies Beguiling Aura Crown of Antlers In Tune With Nature Martial Prowess Guardians of the Wildwood Protectors of the Ancient Wood Dances of Loec The Awakened Wood Daughters of Eternity Spectral Hounds Boldest of the Bold Deepwood Coven Elven Reflexes Favour of the Goddess Skaryn the Eye Thief Talismanic Tattoos Courage Beyond Compare Tree Spirit Parry (Wood Elves) Tree Whack Run with the Pack Woodland Ambush Razor Tusks Cleaving Blow Weapons of War Spear of Loec Trickster's Blades Oaken Fists Serrated Maw Strangleroots Wicked Claws Mighty Antlers Asrai Spear Ranger's Glaive Blackbriar Javelin Hunting Spear Soporific Breath Asrai Longbow Enchanted Arrows Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Warhammer Armies Wood Elf Realms Army List Orion's Wild Hunt Host of Talsyn Narrative Battles The Prophet & The Hunter The Lores of Magic Lore of Athel Loren Lore of the Wilds Magic Items (and Abilities) Forest Spites Wood Elf Realms Magic Items Wood Elf Kindreds Alter Kindreds Noble Kindreds Units Named Character Araloth, Lord of Talsyn Orion, the King in the Woods Character Branchwraith Glade Captain Glade Lord Shadowdancer Spellsinger Spellweaver Treeman Ancient Warden of Talsyn Waystalker Mount Elven Steed Great Eagle (Mount) Great Stag Unicorn Warhawk Infantry Bear of Loren Beast Keeper Deepwood Hound Deepwood Scouts Dryads Eternal Guard Forest Cat Glade Guard Guardians of Talsyn Sylvan Boar Tree Kin Wardancers Waywatchers Wildwood Rangers Wood Elf Beast Pack Cavalry Glade Riders Sisters of the Thorn Warhawk Riders Wild Riders Monster Forest Dragon Great Eagle Treeman Chieftains of the Hunter-King The Arrow of Kurnous The Spirit of Kurnous Troubadour of Loec Hawk-eyed Archer Worthy of Kurnous Ancient Enemies Beguiling Aura Crown of Antlers In Tune With Nature Martial Prowess Guardians of the Wildwood Protectors of the Ancient Wood Dances of Loec The Awakened Wood Daughters of Eternity Spectral Hounds Boldest of the Bold Deepwood Coven Elven Reflexes Favour of the Goddess Skaryn the Eye Thief Talismanic Tattoos Courage Beyond Compare Tree Spirit Parry (Wood Elves) Tree Whack Run with the Pack Woodland Ambush Razor Tusks Cleaving Blow Spear of Loec Trickster's Blades Oaken Fists Serrated Maw Strangleroots Wicked Claws Mighty Antlers Asrai Spear Ranger's Glaive Blackbriar Javelin Hunting Spear Soporific Breath Asrai Longbow Enchanted Arrows Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Wood Elf Realms Army List Orion's Wild Hunt Host of Talsyn The Prophet & The Hunter Lore of Athel Loren Lore of the Wilds Forest Spites Wood Elf Realms Magic Items Wood Elf Kindreds Alter Kindreds Noble Kindreds Araloth, Lord of Talsyn Orion, the King in the Woods Branchwraith Glade Captain Glade Lord Shadowdancer Spellsinger Spellweaver Treeman Ancient Warden of Talsyn Waystalker Elven Steed Great Eagle (Mount) Great Stag Unicorn Warhawk Bear of Loren Beast Keeper Deepwood Hound Deepwood Scouts Dryads Eternal Guard Forest Cat Glade Guard Guardians of Talsyn Sylvan Boar Tree Kin Wardancers Waywatchers Wildwood Rangers Wood Elf Beast Pack Glade Riders Sisters of the Thorn Warhawk Riders Wild Riders Forest Dragon Great Eagle Treeman"},"4001":{"id":"wood-elf-realms/magic-item-list/alter-kindreds","path":"wood-elf-realms/magic-item-list/alter-kindreds","title":"Alter Kindreds","pathText":"wood elf realms magic item list alter kindreds","type":"rule","body":"Known as alters, shifters or wild-kin, those of the alter kindreds can adopt aspects of the creatures who dwell in Athel Loren. Wood Elf Nobles and Mages only. A character that does not belong to a Noble Kindred may belong to an Alter Kindred. A character that does may select one of the following Aspects when writing your muster list. However, units that have been joined by a Character with one of the following Aspects cannot use that character's Leadership: Alter Kindreds Aspect of the Bear Aspect of the Boar Aspect of the Cat Aspect of the Hound Aspect of the Bear Aspect of the Boar Aspect of the Cat Aspect of the Hound"},"4002":{"id":"wood-elf-realms/magic-item-list/forest-spites","path":"wood-elf-realms/magic-item-list/forest-spites","title":"Forest Spites","pathText":"wood elf realms magic item list forest spites","type":"rule","body":"Athel Loren is infested with all manner of capricious and unpredictable spirits. These beings can change form at will, often appearing as shining orbs or malevolent pixies. Collectively known as 'Spites', these beings often attach themselves to mighty heroes. Some models drawn from the Wood Elf Realms army list may be accompanied by Forest Spites, chosen from those detailed below. Each Spite may only be chosen once per army. Note that Spites are not magic items, and are therefore unaffected by anything that affects magic items. Forest Spites A Befuddlement of Mischiefs A Blight of Terrors A Lamentation of Despairs A Murder of Spites A Muster of Malevolents A Resplendence of Luminescents An Annoyance of Netlings A Befuddlement of Mischiefs A Blight of Terrors A Lamentation of Despairs A Murder of Spites A Muster of Malevolents A Resplendence of Luminescents An Annoyance of Netlings"},"4003":{"id":"wood-elf-realms/magic-item-list/noble-kindreds","path":"wood-elf-realms/magic-item-list/noble-kindreds","title":"Noble Kindreds","pathText":"wood elf realms magic item list noble kindreds","type":"rule","body":"The kindreds are not only bound by physical traits, but also by their shared ideals and bonds of duty. Each of the noble kindreds specialises in unique fighting styles or their approach to warfare, all of which the leaders of the Wood Elves have come to trust in times of war. Some of the kindreds rely on their countless hours of disciplined training, where others strike without hesitation, their instincts honed by decades of hunting and combat. Wood Elf Nobles and Mages only. A character that does not belong to an Alter Kindred may belong to a Noble Kindred. A character that does may select one of the following Kindreds to belong to when writing your muster list: Noble Kindreds Eternal Kindred Glamour Weave Kindred Scout Kindred Wild Rider Kindred Eternal Kindred Glamour Weave Kindred Scout Kindred Wild Rider Kindred"},"4004":{"id":"wood-elf-realms/magic-item-list/wood-elf-kindreds","path":"wood-elf-realms/magic-item-list/wood-elf-kindreds","title":"Wood Elf Kindreds","pathText":"wood elf realms magic item list wood elf kindreds","type":"rule","body":"Communities of Wood Elves often gather in small, nomadic groups of similarly-minded individuals, known as kinbands or kindreds. The Elves who live in these groups share not only attitudes and personalities with those within their kindred but sometimes physical characteristics as well. The nobles and leaders of these kindreds there are those who exemplify these qualities most clearly, the kindred they belong to easily identifiable by their appearance and their actions. To represent this, some characters may belong to either an Alter Kindred or a Noble Kindred (a character cannot belong to both). Belonging to a Kindred gives the character access to certain benefits, as detailed on the following pages. The benefits of a Kindred (be it Alter or Noble) do not apply to a model's mount (should it have one): Alter Kindreds Noble Kindreds Alter Kindreds Noble Kindreds Alter Kindreds Noble Kindreds"},"4005":{"id":"wood-elf-realms/magic-item-list/wood-elf-realms-magic-items","path":"wood-elf-realms/magic-item-list/wood-elf-realms-magic-items","title":"Wood Elf Realms Magic Items","pathText":"wood elf realms magic item list wood elf realms magic items","type":"rule","body":"These magic items are unique to Wood Elf Realms armies. These can be purchased by models within a Wood Elf Realms army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook. Wood Elf Realms Magic Items Ariel's Favour Asyendi's Bane Banner of Midsummer's Eve Banner of Springtide Banner of the Eternal Queen Banner of the Hunter King Banner of the Wild Hunt Banner of the Wildwood Blades of Endless Flame Blades of Loec Blight-Tipped Arrows* Bow of Loren Cloak of Tumbling Leaves Crown of Antlers Daith's Reaper Deepwood Sphere Glamourweave Hail of Doom Arrow* Heartwood Pendant* Helm of the Hunt Hunt Master's Pride Mantle of Rebirth Merciw's Locus Moonstone of the Hidden Ways Oaken Stave Orb of Midsummer Orion's Favour Railarian's Mantle Sigil of the Mage Queen Spear of Twilight Standard of Morning's Chill Tapestry of Talsyn Vaul's Wrath Wailing Arrow* Wand of Wych Elm Wraithstone Ariel's Favour Asyendi's Bane Banner of Midsummer's Eve Banner of Springtide Banner of the Eternal Queen Banner of the Hunter King Banner of the Wild Hunt Banner of the Wildwood Blades of Endless Flame Blades of Loec Blight-Tipped Arrows* Bow of Loren Cloak of Tumbling Leaves Crown of Antlers Daith's Reaper Deepwood Sphere Glamourweave Hail of Doom Arrow* Heartwood Pendant* Helm of the Hunt Hunt Master's Pride Mantle of Rebirth Merciw's Locus Moonstone of the Hidden Ways Oaken Stave Orb of Midsummer Orion's Favour Railarian's Mantle Sigil of the Mage Queen Spear of Twilight Standard of Morning's Chill Tapestry of Talsyn Vaul's Wrath Wailing Arrow* Wand of Wych Elm Wraithstone"},"4006":{"id":"wood-elf-realms/magic-item/a-befuddlement-of-mischiefs","path":"wood-elf-realms/magic-item/a-befuddlement-of-mischiefs","title":"A Befuddlement of Mischiefs","pathText":"wood elf realms magic item a befuddlement of mischiefs","type":"magic-item","body":"Mischiefs appear as glowing orbs of light that dart around the heads of their enemies, befuddling the minds of mortals. During the Combat phase, a single enemy unit that is in base contact with this model suffers a -1 modifier to both its Weapon Skill and Initiative characteristics. The Combat Phase"},"4007":{"id":"wood-elf-realms/magic-item/a-blight-of-terrors","path":"wood-elf-realms/magic-item/a-blight-of-terrors","title":"A Blight of Terrors","pathText":"wood elf realms magic item a blight of terrors","type":"magic-item","body":"These malicious spites of gruesome appearance dwell in dark places. They delight in terrifying unsuspecting intruders and take great joy from the horror they instil into their prey. This model and any unit it has joined gains the Terror special rule. Terror"},"4008":{"id":"wood-elf-realms/magic-item/a-lamentation-of-despairs","path":"wood-elf-realms/magic-item/a-lamentation-of-despairs","title":"A Lamentation of Despairs","pathText":"wood elf realms magic item a lamentation of despairs","type":"magic-item","body":"These creatures are much feared within Athel Loren, for they only appear in times of woe. Outsiders who feel their gaze upon them experience a deep and unnerving sense of dread. Unless this model is fleeing, enemy units that are within 6\" of this model suffer a -1 modifier to their Leadership characteristic when making a Fear, Panic or Terror test (to a minimum of 2). Fear Panic Tests Terror"},"4009":{"id":"wood-elf-realms/magic-item/a-murder-of-spites","path":"wood-elf-realms/magic-item/a-murder-of-spites","title":"A Murder of Spites","pathText":"wood elf realms magic item a murder of spites","type":"magic-item","body":"Spites often hide within the cloaks of their hosts, awaiting the opportunity to attack any who draw too near. When this model's combat is chosen during Step 1 of the Combat phase, a single enemy unit it is engaged with suffers D3 Strength 2 hits, each with an AP of -1. The Combat Phase Armour Piercing"},"4010":{"id":"wood-elf-realms/magic-item/a-muster-of-malevolents","path":"wood-elf-realms/magic-item/a-muster-of-malevolents","title":"A Muster of Malevolents","pathText":"wood elf realms magic item a muster of malevolents","type":"magic-item","body":"Aggressive defenders of Athel Loren, Malevolents dart through the air in the wake of Asrai arrows, descending upon their victims with needle-like talons and vicious fangs. Wood Elf Nobles and Waystalkers only. An enemy model hit by one or more shooting attacks made by this model's Asrai longbow suffers an additional D3 Strength 2 hits, each with an AP of -. These hits have the Armour Bane (1) special rule. Asrai Longbow Armour Piercing Armour Bane (X)"},"4011":{"id":"wood-elf-realms/magic-item/a-resplendence-of-luminescents","path":"wood-elf-realms/magic-item/a-resplendence-of-luminescents","title":"A Resplendence of Luminescents","pathText":"wood elf realms magic item a resplendence of luminescents","type":"magic-item","body":"As they bound from branch, to bow, to cloak, Luminescents leave behind a magical spoor. Should they alight upon a weapon of any kind, their presence bestows a minor enchantment. This model and any unit it has joined gains the Magical Attacks special rule. Magical Attacks"},"4012":{"id":"wood-elf-realms/magic-item/an-annoyance-of-netlings","path":"wood-elf-realms/magic-item/an-annoyance-of-netlings","title":"An Annoyance of Netlings","pathText":"wood elf realms magic item an annoyance of netlings","type":"magic-item","body":"Netlings scurry over their host with feverish abandon. Any enemy that attempts to strike the host will find their weapon snagged in a web of magical filaments. Whilst this model is engaged in a challenge, its opponent in the challenge suffers a -1 modifier to its rolls To Hit. Challenges"},"4013":{"id":"wood-elf-realms/magic-item/ariels-favour","path":"wood-elf-realms/magic-item/ariels-favour","title":"Ariel's Favour","pathText":"wood elf realms magic item ariels favour","type":"magic-item","body":"A token of the Mage Queen's goodwill, those who bear her gifts are shielded from the baleful magic of their enemies! The bearer of Ariel's Favour has the Magic Resistance (-2) special rule. Magic Resistance (-X)"},"4014":{"id":"wood-elf-realms/magic-item/aspect-of-the-bear","path":"wood-elf-realms/magic-item/aspect-of-the-bear","title":"Aspect of the Bear","pathText":"wood elf realms magic item aspect of the bear","type":"magic-item","body":"Elves are usually lithe and slight of build, but those who adopt the aspect of the bear are strong and muscular warriors. Infantry or cavalry only. A character who adopts the Aspect of the Bear increases their Strength and Toughness characteristics by 1. Infantry Cavalry"},"4015":{"id":"wood-elf-realms/magic-item/aspect-of-the-boar","path":"wood-elf-realms/magic-item/aspect-of-the-boar","title":"Aspect of the Boar","pathText":"wood elf realms magic item aspect of the boar","type":"magic-item","body":"The kindred of the boar are aggressive fighters who charge into the foe with reckless abandon. A character who adopts the Aspect of the Boar improves the Armour Piercing characteristics of its weapon(s) by 1 during a turn in which it charged and gains the Impact Hits (1) special rule. Armour Piercing Impact Hits (X)"},"4016":{"id":"wood-elf-realms/magic-item/aspect-of-the-cat","path":"wood-elf-realms/magic-item/aspect-of-the-cat","title":"Aspect of the Cat","pathText":"wood elf realms magic item aspect of the cat","type":"magic-item","body":"Hunting from the shadows, the kindred of the cat are experts at hunting down prized game. A character who adopts the Aspect of the Cat gains the Armour Bane (1) special rule and may re-roll any failed rolls To Hit during a challenge. Armour Bane (X) Challenges"},"4017":{"id":"wood-elf-realms/magic-item/aspect-of-the-hound","path":"wood-elf-realms/magic-item/aspect-of-the-hound","title":"Aspect of the Hound","pathText":"wood elf realms magic item aspect of the hound","type":"magic-item","body":"Fighting as a pack, those in the kindred of the hound work together to bring down larger prey. A character who adopts the Aspect of the Hound, and any unit they have joined, may re-roll any rolls To Hit of a natural 1 during the Combat phase. The Combat Phase"},"4018":{"id":"wood-elf-realms/magic-item/asyendis-bane","path":"wood-elf-realms/magic-item/asyendis-bane","title":"Asyendi's Bane","pathText":"wood elf realms magic item asyendis bane","type":"magic-item","body":"A malicious spirit dwells within the body of this light and elegant bow, ever eager to punish its wielder if a shot misses its target. Asyendi’s Bane Armour Bane (1) Magical Attacks Quick Shot Notes: Asyendi's Bane counts as an Asrai longbow. The wielder of Asyendi's Bane may re-roll a single failed roll To Hit made during the Shooting phase. However, if the re-roll also fails to hit, the wielder suffers a single Strength 3 hit with an AP of -. Armour Bane (X) Magical Attacks Quick Shot Asrai Longbow The Shooting Phase Armour Piercing"},"4019":{"id":"wood-elf-realms/magic-item/banner-of-midsummers-eve","path":"wood-elf-realms/magic-item/banner-of-midsummers-eve","title":"Banner of Midsummer's Eve","pathText":"wood elf realms magic item banner of midsummers eve","type":"magic-item","body":"Glimmering with the light of the midsummer sun, this shining pennant reveals the enemies of Athel Loren no matter where they may try to hide. A unit carrying the Banner of Midsummer's Eve gains the Ignores Cover special rule. Ignores Cover"},"4020":{"id":"wood-elf-realms/magic-item/banner-of-springtide","path":"wood-elf-realms/magic-item/banner-of-springtide","title":"Banner of Springtide","pathText":"wood elf realms magic item banner of springtide","type":"magic-item","body":"Adorned with symbols of spring, this standard fills the Asrai with uncanny speed. A unit carrying the Banner of Springtide gains the Quick Shot special rule. Quick Shot"},"4021":{"id":"wood-elf-realms/magic-item/banner-of-the-eternal-queen","path":"wood-elf-realms/magic-item/banner-of-the-eternal-queen","title":"Banner of the Eternal Queen","pathText":"wood elf realms magic item banner of the eternal queen","type":"magic-item","body":"This banner was woven by no lesser hand than that of Ariel, Mage Queen of Athel Loren. When calculating its combat result, a unit carrying the Banner of the Eternal Queen may claim an additional bonus of +1 combat result point if it is within 6\" of a woodland terrain feature."},"4022":{"id":"wood-elf-realms/magic-item/banner-of-the-hunter-king","path":"wood-elf-realms/magic-item/banner-of-the-hunter-king","title":"Banner of the Hunter King","pathText":"wood elf realms magic item banner of the hunter king","type":"magic-item","body":"The tattered threads of this ancient standard resound with Orion's eagerness for battle. A unit carrying the Banner of the Hunter King gains the Vanguard special rule. Vanguard"},"4023":{"id":"wood-elf-realms/magic-item/banner-of-the-wild-hunt","path":"wood-elf-realms/magic-item/banner-of-the-wild-hunt","title":"Banner of the Wild Hunt","pathText":"wood elf realms magic item banner of the wild hunt","type":"magic-item","body":"When the Horn of the Wild Hunt sounds, this great banner is unfurled and Orion's warriors feel the call of the hunt echo through their veins. The Banner of the Wild Hunt may only be taken by a model in an Orion's Wild Hunt of Infamy. When calculating its combat result, a unit carrying the Banner of the Wild Hunt may claim an additional bonus of +1 combat result point. In addition, the unit may re-roll Pursuit rolls. Orion's Wild Hunt Pursuit"},"4024":{"id":"wood-elf-realms/magic-item/banner-of-the-wildwood","path":"wood-elf-realms/magic-item/banner-of-the-wildwood","title":"Banner of the Wildwood","pathText":"wood elf realms magic item banner of the wildwood","type":"magic-item","body":"The malevolence of the spirits that reside within the Wildwood clings to this tattered banner, chilling the souls of those that cast their gaze upon it. A unit carrying the Banner of the Wildwood gains the Fear special rule. If the unit already has the Fear special rule, it instead gains the Terror special rule. Fear Terror"},"4025":{"id":"wood-elf-realms/magic-item/blades-of-endless-flame","path":"wood-elf-realms/magic-item/blades-of-endless-flame","title":"Blades of Endless Flame","pathText":"wood elf realms magic item blades of endless flame","type":"magic-item","body":"All in Athel Loren know how swiftly fire can consume all in its path when left unchecked, which is why the Wood Elves only turn to it under the most dire circumstance. Blades of Endless Flame Profile Extra Attacks (+1) Flaming Attacks Magical Attacks Extra Attacks (+X) Flaming Attacks Magical Attacks"},"4026":{"id":"wood-elf-realms/magic-item/blades-of-loec","path":"wood-elf-realms/magic-item/blades-of-loec","title":"Blades of Loec","pathText":"wood elf realms magic item blades of loec","type":"magic-item","body":"The swirling and delicate patterns inscribed into these matched swords assume a life of their own when sunlight falls upon them, dazzling and distracting the bearer's opponent. Blades of Loec Extra Attacks (+D3) Magical Attacks Requires Two Hands Notes: The wielder of the Blades of Loec may re-roll any failed rolls To Wound. Extra Attacks (+X) Magical Attacks Requires Two Hands"},"4027":{"id":"wood-elf-realms/magic-item/blight-tipped-arrows","path":"wood-elf-realms/magic-item/blight-tipped-arrows","title":"Blight-Tipped Arrows*","pathText":"wood elf realms magic item blight tipped arrows","type":"magic-item","body":"Coated in virulent toxins harvested from the depths of the Wild Wood, blight-tipped arrows need only nick the flesh to bring about a slow and painful death. Single use. Models with Asrai longbow only. A Blight-Tipped Arrow can be fired as normal from the bearer's Asrai longbow. If an enemy model suffers an unsaved wound from a Blight-Tipped Arrow, at the beginning of each subsequent Start of Turn sub-phase that model must make a Toughness test. If the test is failed, the model immediately suffers a single wound with no armour or Regeneration saves permitted (Ward saves may be attempted as normal). Asrai Longbow Start of Turn Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"4028":{"id":"wood-elf-realms/magic-item/bow-of-loren","path":"wood-elf-realms/magic-item/bow-of-loren","title":"Bow of Loren","pathText":"wood elf realms magic item bow of loren","type":"magic-item","body":"Strung with a single hair from the head of Ariel, Queen of Loren, the wielder of the Bow of Loren is the Fey Queen's champion, striking down her enemies with unnaturally swift precision. Bow of Loren Armour Bane (1) Magical Attacks Notes: The Bow of Loren counts as an Asrai longbow. The wielder of the Bow of Loren may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots. Armour Bane (X) Magical Attacks Asrai Longbow Multiple Shots (X)"},"4029":{"id":"wood-elf-realms/magic-item/cloak-of-isha","path":"wood-elf-realms/magic-item/cloak-of-isha","title":"Cloak of Isha","pathText":"wood elf realms magic item cloak of isha","type":"magic-item","body":"Woven each spring by Ariel herself to herald the rebirth of her beloved husband, this sacred garment is the only protection Orion wears into battle. The Cloak of Isha grants Orion a 5+ Ward save. In addition, during each of your Start of Turn sub-phases, roll a D6. On a roll of 5+, Orion recovers a single Wound lost earlier in the battle. Ward Saves Start of Turn"},"4030":{"id":"wood-elf-realms/magic-item/cloak-of-tumbling-leaves","path":"wood-elf-realms/magic-item/cloak-of-tumbling-leaves","title":"Cloak of Tumbling Leaves","pathText":"wood elf realms magic item cloak of tumbling leaves","type":"magic-item","body":"The wearer draws upon the power of the wind to carry them across the battlefield with great haste. Models whose troop type is regular infantry or heavy infantry only. The Cloak of Tumbling Leaves is a suit of light armour. In addition, its wearer has the Fly (10) and Swiftstride special rule. However, the wearer cannot join a unit. Regular Infantry Heavy Infantry Light Armour Fly (X) Swiftstride"},"4031":{"id":"wood-elf-realms/magic-item/crown-of-antlers","path":"wood-elf-realms/magic-item/crown-of-antlers","title":"Crown of Antlers","pathText":"wood elf realms magic item crown of antlers","type":"magic-item","body":"A glittering circlet of gold adorned with a resplendent set of antlers, this exquisite headpiece is as deadly as it is beautiful. The Crown of Antlers gives its wearer the Armour Bane (1) and Impact Hits (D3) special rule. This Impact Hit has an Armour Piercing characteristic of -2. Armour Bane (X) Impact Hits (X) Armour Piercing"},"4032":{"id":"wood-elf-realms/magic-item/daiths-reaper","path":"wood-elf-realms/magic-item/daiths-reaper","title":"Daith's Reaper","pathText":"wood elf realms magic item daiths reaper","type":"magic-item","body":"Amongst the most finely crafted weapons in all Athel Loren, this blade is said to be able to slice through steel without pause. Daith's Reaper Profile Magical Attacks Notes: Enemy models must re-roll any successful Armour Save rolls against wounds caused by this weapon. Magical Attacks Make Armour Saves (Combat)"},"4033":{"id":"wood-elf-realms/magic-item/deepwood-sphere","path":"wood-elf-realms/magic-item/deepwood-sphere","title":"Deepwood Sphere","pathText":"wood elf realms magic item deepwood sphere","type":"magic-item","body":"This twisted and thorny orb of ebony wood speaks to the trees in the bitterest words of vengeance and spite, exhorting them to strike down all who intrude upon them. Unless the bearer of the Deepwood Sphere is fleeing or engaged in combat, they may use it when an enemy Wizard that is within 6\" of a woodland terrain feature successfully casts a spell. If they do so, no dispel attempt can be made and the spell is cast as normal. Once the spell has been resolved, the enemy Wizard immediately suffers D3 Strength 4 hits, each with an AP of -1. Armour Piercing"},"4034":{"id":"wood-elf-realms/magic-item/eternal-kindred","path":"wood-elf-realms/magic-item/eternal-kindred","title":"Eternal Kindred","pathText":"wood elf realms magic item eternal kindred","type":"magic-item","body":"Those who dwell within the Eternal Kindreds spend the cold winters guarding Athel Loren's most sacred glades and groves. Infantryonly. A character belonging to the Eternal Kindred, and any unit they have joined, may re-roll any rolls To Hit of a natural 1 during the Combat phase. In addition, a character belonging to the Eternal Kindred, and any unit they have joined, may re-roll any failed rolls To Wound during the Combat phase while within 6\" of a special feature. Infantry The Combat Phase"},"4035":{"id":"wood-elf-realms/magic-item/glamour-weave-kindred","path":"wood-elf-realms/magic-item/glamour-weave-kindred","title":"Glamour Weave Kindred","pathText":"wood elf realms magic item glamour weave kindred","type":"magic-item","body":"Though the Glamour Weave Kindred is far smaller than the others, its members are all potent spellcasters who play an important role in ensuring balance is maintained within Athel Loren. Wood Elf Mages only. A character belonging to the Glamour Weave Kindred has a 5+ Ward save and gains the Tree Spirit special rule. Ward Saves Tree Spirit"},"4036":{"id":"wood-elf-realms/magic-item/glamourweave","path":"wood-elf-realms/magic-item/glamourweave","title":"Glamourweave","pathText":"wood elf realms magic item glamourweave","type":"magic-item","body":"Enemies that view this brooch become entranced by its hypnotic colours and patterns. Enemy models must make a Leadership test before making any rolls To Hit against the wearer of the Glamourweave during the Combat phase. If this test is failed, only rolls of a natural 6 will hit. Leadership Tests The Combat Phase"},"4037":{"id":"wood-elf-realms/magic-item/hail-of-doom-arrow","path":"wood-elf-realms/magic-item/hail-of-doom-arrow","title":"Hail of Doom Arrow*","pathText":"wood elf realms magic item hail of doom arrow","type":"magic-item","body":"When shot from a longbow, a Hail of Doom arrow splits into dozens of deadly shards. Single use. Models with Asrai longbow only. A Hail of Doom Arrow can be fired as normal from the bearer's Asrai longbow. If the roll To Hit is successful, place a small (3\") blast template so that its central hole is directly over the centre of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -1 and the Magical Attacks special rule. Asrai Longbow Armour Piercing Magical Attacks"},"4038":{"id":"wood-elf-realms/magic-item/hawks-talon","path":"wood-elf-realms/magic-item/hawks-talon","title":"Hawk's Talon","pathText":"wood elf realms magic item hawks talon","type":"magic-item","body":"Hawk's Talon Profile Magical Attacks Multiple Shots (D3+1) Magical Attacks Multiple Shots (X)"},"4039":{"id":"wood-elf-realms/magic-item/heartwood-pendant","path":"wood-elf-realms/magic-item/heartwood-pendant","title":"Heartwood Pendant*","pathText":"wood elf realms magic item heartwood pendant","type":"magic-item","body":"Crafted from the heartwood of an ancient oak felled deep within the darkest depths of the great forest, this pendant allows its bearer to tap into the power of Athel Loren itself. In addition to the Lores of Magic they may normally know spells from, the bearer of a Heartwood Pendant may know spells from the Lore of the Wilds. The Lores of Magic Lore of the Wilds"},"4040":{"id":"wood-elf-realms/magic-item/helm-of-the-hunt","path":"wood-elf-realms/magic-item/helm-of-the-hunt","title":"Helm of the Hunt","pathText":"wood elf realms magic item helm of the hunt","type":"magic-item","body":"This enchanted great helm imbues its wearer with the furious spirit of Orion himself. May be worn with other armour. The wearer of the Helm of the Hunt improves their armour value by 1 (to a maximum of 2+). In addition, the wearer has a +1 modifier to both their Weapon Skill and Attacks characteristics during a turn in which they charge. Armour Value"},"4041":{"id":"wood-elf-realms/magic-item/horn-of-the-wild-hunt","path":"wood-elf-realms/magic-item/horn-of-the-wild-hunt","title":"Horn of the Wild Hunt","pathText":"wood elf realms magic item horn of the wild hunt","type":"magic-item","body":"When Orion sounds this great horn, all who hear it are imbued with a portion of Kurnous wildness and savagery. Once per game, during the Command sub-phase of his turn, Orion may sound the Horn of the Wild Hunt. If he does, until the end of this turn, friendly units in Orion's Command range gain the Frenzy special rule. A unit may become Frenzied in this way even if it has lost Frenzy earlier in the game. Command Frenzy"},"4042":{"id":"wood-elf-realms/magic-item/hunt-masters-pride","path":"wood-elf-realms/magic-item/hunt-masters-pride","title":"Hunt Master's Pride","pathText":"wood elf realms magic item hunt masters pride","type":"magic-item","body":"Gifted to those favoured by Orion, this enchanted spear has struck the dark hearts of many beasts over the centuries. Hunt Master's Pride Profile Magical Attacks Multiple Wounds (2) Notes: The Hunt Master's Pride may only be taken by models in an Orion's Wild Hunt of Infamy. The Multiple Wounds (2) special rule applies only against models whose troop type is monstrous infantry, monstrous cavalry, monstrous creature or behemoth. Magical Attacks Multiple Wounds (X) Orion's Wild Hunt Multiple Wounds (X) Monstrous Infantry Monstrous Cavalry Monstrous Creatures Behemoths"},"4043":{"id":"wood-elf-realms/magic-item/mantle-of-rebirth","path":"wood-elf-realms/magic-item/mantle-of-rebirth","title":"Mantle of Rebirth","pathText":"wood elf realms magic item mantle of rebirth","type":"magic-item","body":"This enchanted armour fills the wearer with the vitality of spring, instilling them with power and quickly healing their wound. The Mantle of Rebirth is a suit of light armour. In addition, its wearer has the Regeneration (5+) special rule. Light Armour Regeneration (X+)"},"4044":{"id":"wood-elf-realms/magic-item/merciws-locus","path":"wood-elf-realms/magic-item/merciws-locus","title":"Merciw's Locus","pathText":"wood elf realms magic item merciws locus","type":"magic-item","body":"The eccentric Merciw held the concepts of personal honour and fairness in unusually high esteem. The Strength characteristic of the bearer of Merciw's Locus cannot be modified by any weapon. However, the Strength characteristic of any model that directs its attacks against the bearer during the Combat phase cannot be modified by any weapon either. The Combat Phase"},"4045":{"id":"wood-elf-realms/magic-item/moonstone-of-the-hidden-ways","path":"wood-elf-realms/magic-item/moonstone-of-the-hidden-ways","title":"Moonstone of the Hidden Ways","pathText":"wood elf realms magic item moonstone of the hidden ways","type":"magic-item","body":"Some of the most mysterious hidden pathways within the depths of Athel Loren can only be unlocked with the power of ancient moonstones. Single Use. The wearer of the Moonstone of Hidden Ways may cast the Forest Walker spell from the Lore of Athel Loren as a Bound spell with a Power Level of 3. Forest Walker Lore of Athel Loren Bound Spells"},"4046":{"id":"wood-elf-realms/magic-item/oaken-stave","path":"wood-elf-realms/magic-item/oaken-stave","title":"Oaken Stave","pathText":"wood elf realms magic item oaken stave","type":"magic-item","body":"This crooked staff awakens the power of Athel Loren itself against those enemies that would use their magic to harm it. Whilst within 3\" of a woodland terrain feature, the bearer of the Oaken Stave increases their Dispel range by 3\". Additionally, whilst within 3\" of a woodland terrain feature, the bearer may roll an extra D6 when making the Dispel roll and discard the lowest result. Dispel Roll & Dispel Result"},"4047":{"id":"wood-elf-realms/magic-item/orb-of-midsummer","path":"wood-elf-realms/magic-item/orb-of-midsummer","title":"Orb of Midsummer","pathText":"wood elf realms magic item orb of midsummer","type":"magic-item","body":"At the height of summer, when the great forest is filled with life, the magic of the Wood Elves reaches the peak of its power. Once per turn, the bearer of the Orb of Midsummer may re-roll a Casting roll. Casting Roll, Casting Result & Casting Value"},"4048":{"id":"wood-elf-realms/magic-item/orions-favour","path":"wood-elf-realms/magic-item/orions-favour","title":"Orion's Favour","pathText":"wood elf realms magic item orions favour","type":"magic-item","body":"Those who bear the trinkets gifted by Orion know that their spear will strike true and their arrows will soar unhindered. Single Use. The bearer of Orion's Favour can re-roll any failed rolls To Hit and/or To Wound made during the Combat phase. The Combat Phase"},"4049":{"id":"wood-elf-realms/magic-item/railarians-mantle","path":"wood-elf-realms/magic-item/railarians-mantle","title":"Railarian's Mantle","pathText":"wood elf realms magic item railarians mantle","type":"magic-item","body":"Woven by the eldest Branchwraiths, this armour is only gifted to one chosen by Athel Loren itself. Railarian's Mantle is a suit of light armour. In addition, whilst its wearer is within 6\" of a woodland terrain feature, they have a 4+ Ward save against any wounds suffered. Light Armour Ward Saves"},"4050":{"id":"wood-elf-realms/magic-item/scout-kindred","path":"wood-elf-realms/magic-item/scout-kindred","title":"Scout Kindred","pathText":"wood elf realms magic item scout kindred","type":"magic-item","body":"Sometimes known as wayfarers or sentinels, the Scout Kindreds guard the borders of Athel Loren and observe the movements of those who wander too close. Infantry only. A character belonging to the Scout Kindred gains the Quick Shot and Scouts special rules. Infantry Quick Shot Scouts"},"4051":{"id":"wood-elf-realms/magic-item/sigil-of-the-mage-queen","path":"wood-elf-realms/magic-item/sigil-of-the-mage-queen","title":"Sigil of the Mage Queen","pathText":"wood elf realms magic item sigil of the mage queen","type":"magic-item","body":"Upon the eve of battle, Ariel, beloved Queen of Athel Loren, infuses arcane vessels with a measure of her power. These tokens she gifts to her most favoured mages. Single Use. The bearer of the Sigil of the Mage Queen may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll. Casting Roll, Casting Result & Casting Value"},"4052":{"id":"wood-elf-realms/magic-item/spear-of-talsyn","path":"wood-elf-realms/magic-item/spear-of-talsyn","title":"Spear of Talsyn","pathText":"wood elf realms magic item spear of talsyn","type":"magic-item","body":"Spear of Talsyn Profile Armour Bane (1) Magical Attacks Armour Bane (X) Magical Attacks"},"4053":{"id":"wood-elf-realms/magic-item/spear-of-twilight","path":"wood-elf-realms/magic-item/spear-of-twilight","title":"Spear of Twilight","pathText":"wood elf realms magic item spear of twilight","type":"magic-item","body":"When this spear strikes, the fury and rage of the wielder is channelled into the body of the foe with appalling and destructive force. Spear of Twilight Killing Blow Magical Attacks Notes: When the wielder of the Spear of Twilight makes a roll To Wound, a roll of 3+ is always a success, regardless of the target's Toughness. Killing Blow Magical Attacks"},"4054":{"id":"wood-elf-realms/magic-item/standard-of-mornings-chill","path":"wood-elf-realms/magic-item/standard-of-mornings-chill","title":"Standard of Morning's Chill","pathText":"wood elf realms magic item standard of mornings chill","type":"magic-item","body":"As the mists cloud the forest before dawn, so too do they now shield those faithful to Athel Loren from harm. The bearer of the Standard of Morning's Chill can cast the Swirling Mists spell from the Lore of the Wilds as a Bound Spell, with a Power Level of 2. Swirling Mists Lore of the Wilds Bound Spells"},"4055":{"id":"wood-elf-realms/magic-item/tapestry-of-talsyn","path":"wood-elf-realms/magic-item/tapestry-of-talsyn","title":"Tapestry of Talsyn","pathText":"wood elf realms magic item tapestry of talsyn","type":"magic-item","body":"Known as the Groves of Eternity, Talsyn is the largest and most prosperous region of Athel Loren, its heraldry a rallying point for all the Asrai. Battle Standard Bearer in a Host of Talsyn Army of Infamy only. A model carrying the Tapestry of Talsyn increases their Command Range to 18\". In addition, friendly units within the bearer's Command Range improve their Leadership characteristic by 1 (to a maximum of 10). Host of Talsyn Command Range"},"4056":{"id":"wood-elf-realms/magic-item/the-spear-of-kurnous","path":"wood-elf-realms/magic-item/the-spear-of-kurnous","title":"The Spear of Kurnous","pathText":"wood elf realms magic item the spear of kurnous","type":"magic-item","body":"The Spear of Kurnous (Ranged) Profile Magical Attacks Multiple Wounds (D3) The Spear of Kurnous (Combat) Profile Magical Attacks Multiple Wounds (D3) Notes: The Spear of Kurnous has two profiles, representing how this weapon is used in combat. The Spear of Kurnous shoots like a bolt thrower, using the Through & Through special rule. Magical Attacks Multiple Wounds (X) Magical Attacks Multiple Wounds (X) Bolt Throwers Through & Through"},"4057":{"id":"wood-elf-realms/magic-item/vauls-wrath","path":"wood-elf-realms/magic-item/vauls-wrath","title":"Vaul's Wrath","pathText":"wood elf realms magic item vauls wrath","type":"magic-item","body":"Aggrieved by his fate, Vaul poured much of his rage into this mighty warbow during its creation. Vaul's Wrath Profile Flaming Attacks Magical Attacks Multiple Wounds (2) Notes: Once per game, unless the wielder moved during the previous Movement phase, Vaul's Wrath can be shot like a bolt thrower, using the Through & Through special rule. Flaming Attacks Magical Attacks Multiple Wounds (X) The Movement Phase Through & Through"},"4058":{"id":"wood-elf-realms/magic-item/wailing-arrow","path":"wood-elf-realms/magic-item/wailing-arrow","title":"Wailing Arrow*","pathText":"wood elf realms magic item wailing arrow","type":"magic-item","body":"These arrows wail when they draw blood, chilling the soul of even the bravest warrior. Single use. Models with Asrai longbow only. A Wailing Arrow can be fired as normal from the bearer's Asrai longbow. Any unit that suffers an unsaved wound from this shot must make a Panic test as if it had taken heavy casualties. Asrai Longbow Panic Tests"},"4059":{"id":"wood-elf-realms/magic-item/wand-of-wych-elm","path":"wood-elf-realms/magic-item/wand-of-wych-elm","title":"Wand of Wych Elm","pathText":"wood elf realms magic item wand of wych elm","type":"magic-item","body":"Fashioned from the innately magical Wych Elm tree, this humble wand allows its bearer to easily bend the Winds of Magic to their will. Once per turn, if they are within 3\" of a woodland terrain feature, the bearer of the Wand of Wych Elm may re-roll a failed Casting roll. Casting Roll, Casting Result & Casting Value"},"4060":{"id":"wood-elf-realms/magic-item/wild-rider-kindred","path":"wood-elf-realms/magic-item/wild-rider-kindred","title":"Wild Rider Kindred","pathText":"wood elf realms magic item wild rider kindred","type":"magic-item","body":"Those in command of the Wild Rider Kindreds are truly embodiments of their liege lord, reckless and ferocious almost to a fault. Wood Elf Nobles only. A character belonging to the Wild Rider Kindred must be mounted on an Elven Steed or Great Stag and may only wear light armour. In addition, they gain the Counter Charge, Frenzy, Furious Charge and Talismanic Tattoos special rules. Counter Charge Frenzy Furious Charge Talismanic Tattoos"},"4061":{"id":"wood-elf-realms/magic-item/wraithstone","path":"wood-elf-realms/magic-item/wraithstone","title":"Wraithstone","pathText":"wood elf realms magic item wraithstone","type":"magic-item","body":"The screams of all who have met death within the bounds of Athel Loren emit from within this crystal. Unless the bearer of the Wraithstone is fleeing, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) whilst within 6\" of the bearer."},"4062":{"id":"wood-elf-realms/magic-lore/lore-of-athel-loren","path":"wood-elf-realms/magic-lore/lore-of-athel-loren","title":"Lore of Athel Loren","pathText":"wood elf realms magic lore lore of athel loren","type":"magic-lore","body":"Lore of Athel Loren Flock of Doom (Wood Elves) Signature Spell Forest Walker Signature Spell Tree Singing Signature Spell Flock of Doom (Wood Elves) Forest Walker Tree Singing"},"4063":{"id":"wood-elf-realms/magic-lore/lore-of-the-wilds","path":"wood-elf-realms/magic-lore/lore-of-the-wilds","title":"Lore of the Wilds","pathText":"wood elf realms magic lore lore of the wilds","type":"magic-lore","body":"Lore of the Wilds Swirling Mists Signature Spell Fury of Athel Loren 1 Ariel's Blessing 2 Spiteful Torrent 3 Durthu's Wrath 4 Hidden Pathways 5 Sapping Blight 6 Swirling Mists Fury of Athel Loren Ariel's Blessing Spiteful Torrent Durthu's Wrath Hidden Pathways Sapping Blight"},"4064":{"id":"wood-elf-realms/rule/ancient-enemies","path":"wood-elf-realms/rule/ancient-enemies","title":"Ancient Enemies","pathText":"wood elf realms rule ancient enemies","type":"rule","body":"Of all those who have threatened Athel Loren, it is the Beastmen who have wrought the most woe upon it. All units within a Host of Talsyn army gain the Hatred (Beastmen Brayherds) special rule. Host of Talsyn Hatred (X)"},"4065":{"id":"wood-elf-realms/rule/boldest-of-the-bold","path":"wood-elf-realms/rule/boldest-of-the-bold","title":"Boldest of the Bold","pathText":"wood elf realms rule boldest of the bold","type":"rule","body":"Having found his courage, Araloth will never again be the meek, cowardly figure he once was. Araloth ignores all negative modifiers to his Leadership characteristic."},"4066":{"id":"wood-elf-realms/rule/chieftains-of-the-hunter-king","path":"wood-elf-realms/rule/chieftains-of-the-hunter-king","title":"Chieftains of the Hunter-King","pathText":"wood elf realms rule chieftains of the hunter king","type":"rule","body":"Those who lead the Wild Hunt are counted amongst Orion's boldest chieftains and are covered in mystical markings and tattoos that celebrate their achievements in his service. Wood Elf Nobles in an Orion's Wild Hunt army may have the Talismanic Tattoos special rule at the cost of 10 points per model. Orion's Wild Hunt Talismanic Tattoos"},"4067":{"id":"wood-elf-realms/rule/courage-beyond-compare","path":"wood-elf-realms/rule/courage-beyond-compare","title":"Courage Beyond Compare","pathText":"wood elf realms rule courage beyond compare","type":"rule","body":"With the Wardens at their head, the Guardians of Talsyn will hold their ground against any foe, even the nightmarish abominations of Chaos. If this character joins a unit of Guardians of Talsyn, that unit gains the Immune to Psychology special rule. Should this character leave the unit for any reason, the unit loses this special rule. Immune to Psychology"},"4068":{"id":"wood-elf-realms/rule/crown-of-antlers","path":"wood-elf-realms/rule/crown-of-antlers","title":"Crown of Antlers","pathText":"wood elf realms rule crown of antlers","type":"rule","body":"Some creatures have powerful antlers that tear through armour and cuts deeply into the flesh beneath. Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1. Impact Hits (X) Armour Bane (X) Armour Piercing"},"4069":{"id":"wood-elf-realms/rule/dances-of-loec","path":"wood-elf-realms/rule/dances-of-loec","title":"Dances of Loec","pathText":"wood elf realms rule dances of loec","type":"rule","body":"In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe. When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat subphase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance: Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit's weapons is improved by 2. Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule. The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered. Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit. Note that a Shadowdancer that joins this unit is considered to have this special rule as well. Choose & Fight Combat Armour Piercing Extra Attacks (+X) Ward Saves The Combat Phase"},"4070":{"id":"wood-elf-realms/rule/daughters-of-eternity","path":"wood-elf-realms/rule/daughters-of-eternity","title":"Daughters of Eternity","pathText":"wood elf realms rule daughters of eternity","type":"rule","body":"Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury. Models with this special rule have a 4+ Ward save against any wounds suffered. Ward Saves"},"4071":{"id":"wood-elf-realms/rule/deepwood-coven","path":"wood-elf-realms/rule/deepwood-coven","title":"Deepwood Coven","pathText":"wood elf realms rule deepwood coven","type":"rule","body":"Every Sister of the Thorn is imbued with a small measure of Ariel's magic. A unit of Sisters of the Thorn knows a single, randomly generated spell from either the Battle Magic or Elementalism Lore of Magic. If you wish, this spell may be discarded and the unit may instead select the signature spell of its chosen Lore of Magic. The unit may cast this spell as a Bound spell: If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1. If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2. Otherwise, the unit may cast this Bound spell with a Power Level of 0. Battle Magic Elementalism Bound Spells"},"4072":{"id":"wood-elf-realms/rule/favour-of-the-goddess","path":"wood-elf-realms/rule/favour-of-the-goddess","title":"Favour of the Goddess","pathText":"wood elf realms rule favour of the goddess","type":"rule","body":"Ever since their encounter in the woods, Araloth has been shielded from harm by an ancient goddess. Araloth has a 5+ Ward save against any wounds suffered. Ward Saves"},"4073":{"id":"wood-elf-realms/rule/guardians-of-the-wildwood","path":"wood-elf-realms/rule/guardians-of-the-wildwood","title":"Guardians of the Wildwood","pathText":"wood elf realms rule guardians of the wildwood","type":"rule","body":"Those that take up the Ranger's glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear. Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule. Fear Terror Multiple Wounds (X)"},"4074":{"id":"wood-elf-realms/rule/hawk-eyed-archer","path":"wood-elf-realms/rule/hawk-eyed-archer","title":"Hawk-eyed Archer","pathText":"wood elf realms rule hawk eyed archer","type":"rule","body":"With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker. A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character. Lone Characters"},"4075":{"id":"wood-elf-realms/rule/in-tune-with-nature","path":"wood-elf-realms/rule/in-tune-with-nature","title":"In Tune With Nature","pathText":"wood elf realms rule in tune with nature","type":"rule","body":"The mages of Athel Loren have learned to draw upon the magic of the forest to smite their enemies and aid their allies. In addition to the Lores of Magic they may normally know spells from, Wood Elf Mages, Treeman Ancients and Branchwraiths within a Host of Talsyn army may know spells from the Lore of the Wilds Lore of Magic. Treeman Ancient Branchwraith Host of Talsyn Lore of the Wilds"},"4076":{"id":"wood-elf-realms/rule/parry-wood-elves","path":"wood-elf-realms/rule/parry-wood-elves","title":"Parry (Wood Elves)","pathText":"wood elf realms rule parry wood elves","type":"rule","body":"Thanks to hours spent training with unmatched intensity, the protectors of Talsyn's sacred sites are able to effortlessly turn aside their opponents' blows. When fighting with a hand weapon and shield, or Asrai spear and shield, this unit improves its armour value by 1. Hand Weapon Asrai Spear Shield Armour Value"},"4077":{"id":"wood-elf-realms/rule/protectors-of-the-ancient-wood","path":"wood-elf-realms/rule/protectors-of-the-ancient-wood","title":"Protectors of the Ancient Wood","pathText":"wood elf realms rule protectors of the ancient wood","type":"rule","body":"The warriors of Talsyn are responsible for the protection of Athel Loren's most significant and important locations. Whilst it controls a special feature, a unit within a Host of Talsyn army may re-roll any rolls To Hit and To Wound of a natural 1 during the Combat phase. Host of Talsyn The Combat Phase"},"4078":{"id":"wood-elf-realms/rule/run-with-the-pack","path":"wood-elf-realms/rule/run-with-the-pack","title":"Run with the Pack","pathText":"wood elf realms rule run with the pack","type":"rule","body":"Having long hunted with their packs, Elven Beast Keepers keep pace with their charges whilst instilling them with discipline. Whilst one or more Beast Keeper remains within this unit, the unit is not subject to the Undisciplined rule and war beasts within this unit do not fear models with the Flaming Attacks special rule. In addition, a unit with this special rule may use the Movement characteristic of the majority of the models in the unit. Undisciplined War Beasts Fear Flaming Attacks"},"4079":{"id":"wood-elf-realms/rule/skaryn-the-eye-thief","path":"wood-elf-realms/rule/skaryn-the-eye-thief","title":"Skaryn the Eye Thief","pathText":"wood elf realms rule skaryn the eye thief","type":"rule","body":"Upon hearing the call from his master, Skaryn descends from the skies to scratch and peck at the eyes of Araloths enemies. During the Command sub-phase of his turn, Araloth may attempt to dispatch Skaryn to strike from the skies by rolling a D6. On a roll of 1-2, Skaryn lingers out of reach of the enemy and nothing happens. On a roll of 3+, Skaryn descends from the skies to strike at his master's mark. Nominate a single enemy model within 18\" of Araloth. That model suffers a single Strength 4 hit with an AP of -1. If the target suffers an unsaved wound, its Weapon Skill and Initiative characteristics are reduced by D3 (to a minimum of 1) for the remainder of the game. Command Armour Piercing"},"4080":{"id":"wood-elf-realms/rule/spectral-hounds","path":"wood-elf-realms/rule/spectral-hounds","title":"Spectral Hounds","pathText":"wood elf realms rule spectral hounds","type":"rule","body":"Whilst in his corporeal form, Orion is accompanied by a pair of ethereal hunting hounds, manifestations of Kurnous' will. Hounds of Orion can only be wounded by Magical attacks. In addition, whilst one or more Hounds of Orion remains, Orion himself cannot be targeted by enemy shooting. Magical Attacks"},"4081":{"id":"wood-elf-realms/rule/talismanic-tattoos","path":"wood-elf-realms/rule/talismanic-tattoos","title":"Talismanic Tattoos","pathText":"wood elf realms rule talismanic tattoos","type":"rule","body":"Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm. Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered. Ward Saves"},"4082":{"id":"wood-elf-realms/rule/the-arrow-of-kurnous","path":"wood-elf-realms/rule/the-arrow-of-kurnous","title":"The Arrow of Kurnous","pathText":"wood elf realms rule the arrow of kurnous","type":"rule","body":"It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy's pride and a reminder of their frail mortality. Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent's army is within 36\" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent's army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn. The General (Characters) Make Armour Saves (Combat) Regeneration (X+) Ward Saves"},"4083":{"id":"wood-elf-realms/rule/the-awakened-wood","path":"wood-elf-realms/rule/the-awakened-wood","title":"The Awakened Wood","pathText":"wood elf realms rule the awakened wood","type":"rule","body":"As the forces of Talsyn muster, the forest itself springs to life to take the fight to the enemy upon all sides. Within a Host of Talsyn army, any number of units of Dryads and Tree Kin may have the Ambushers special rule at the cost of +1 point per model. In addition, Treemen and Treeman Ancient may have the Ambushers special rule at the cost of +10 points per model. Host of Talsyn Dryads Tree Kin Ambushers Treeman Treeman Ancient"},"4084":{"id":"wood-elf-realms/rule/the-spirit-of-kurnous","path":"wood-elf-realms/rule/the-spirit-of-kurnous","title":"The Spirit of Kurnous","pathText":"wood elf realms rule the spirit of kurnous","type":"rule","body":"The restless nature and devastating power of the lord of the hunt flows through the Asrai as they race off in search of their quarry. 0-1 unit of Glade Riders, Warhawk Riders or Wood Elf Beast Packs per 1,000 points may have the Furious Charge* and Impetuous special rules at the cost of + 10 points per unit. *Note this does not apply to the model's mount (should it have one). Glade Riders Warhawk Riders Wood Elf Beast Pack Furious Charge Impetuous"},"4085":{"id":"wood-elf-realms/rule/tree-spirit","path":"wood-elf-realms/rule/tree-spirit","title":"Tree Spirit","pathText":"wood elf realms rule tree spirit","type":"rule","body":"The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies. A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character's Command range. Command Range"},"4086":{"id":"wood-elf-realms/rule/tree-whack","path":"wood-elf-realms/rule/tree-whack","title":"Tree Whack","pathText":"wood elf realms rule tree whack","type":"rule","body":"The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone. Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single 'Tree Whack' attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test: If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save save permitted (Ward and Regeneration saves can be attempted as normal). If the test is passed, the target manages to avoid the Tree Whack. Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"4087":{"id":"wood-elf-realms/rule/troubadour-of-loec","path":"wood-elf-realms/rule/troubadour-of-loec","title":"Troubadour of Loec","pathText":"wood elf realms rule troubadour of loec","type":"rule","body":"The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead. A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit. Dances of Loec"},"4088":{"id":"wood-elf-realms/rule/woodland-ambush","path":"wood-elf-realms/rule/woodland-ambush","title":"Woodland Ambush","pathText":"wood elf realms rule woodland ambush","type":"rule","body":"Wood Elf Realms armies emerge unexpected from woodlands the world over, travelling along mystical and unseen pathways to strike at their enemies however far from Athel Loren they may hide. Once players have finished placing terrain, a Wood Elf Realms player may place one additional wood measuring no less than 3\" at its narrowest and no more than 9\" at its widest point. This may be placed anywhere on the battlefield that is not within their opponent's deployment zone and not within 12\" of the centre of the battlefield."},"4089":{"id":"wood-elf-realms/rule/worthy-of-kurnous","path":"wood-elf-realms/rule/worthy-of-kurnous","title":"Worthy of Kurnous","pathText":"wood elf realms rule worthy of kurnous","type":"rule","body":"The Wild Hunt ever searches for large or dangerous prey, trophies worthy of Kurnous himself. After deployment but before the first turn begins, nominate a single enemy character, or a single enemy model whose troop type is monster. This model has been marked by the Wild Hunt as a prized trophy. All models within a friendly Orion's Wild Hunt Army may re-roll any rolls To Hit of a natural 1 made in the Shooting or Combat phase against the nominated unit. In addition, you win a bonus of 100 Victory Points if the nominated model is slain, has fled the battlefield or is fleeing when the game ends. Orion's Wild Hunt The Shooting Phase The Combat Phase Victory Points (Warhammer Battles)"},"4090":{"id":"wood-elf-realms/spell/ariels-blessing","path":"wood-elf-realms/spell/ariels-blessing","title":"Ariel's Blessing","pathText":"wood elf realms spell ariels blessing","type":"spell","body":"Channelling the power of the Mage Queen herself, the caster surrounds their allies in a healing golden light. Type Enchantment Casting Value 9+ Range 10\" Until your next Start of Turn sub-phase, the target friendly unit gains the Regeneration (5+) special rule. Enchantment Start of Turn Regeneration (X+)"},"4091":{"id":"wood-elf-realms/spell/durthus-wrath","path":"wood-elf-realms/spell/durthus-wrath","title":"Durthu's Wrath","pathText":"wood elf realms spell durthus wrath","type":"spell","body":"Having witnessed untold destruction within his homeland, Durthu's rage echoes through Athel Loren and can be drawn upon by those who act in harmony with the forest. Type Assailment Casting Value 9+ Range Combat Each model in the fighting rank of a unit that the caster is engaged with must immediately make an Initiative test. Each model that fails this test suffers D3 Strength 4 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). Assailment The Fighting Rank Ward Saves Regeneration (X+)"},"4092":{"id":"wood-elf-realms/spell/flock-of-doom","path":"wood-elf-realms/spell/flock-of-doom","title":"Flock of Doom (Wood Elves)","pathText":"wood elf realms spell flock of doom","type":"spell","body":"With a mighty bellow, the Wizard summons forth a great flock of hawks and shrikes to strike at their enemies and drive them from their forest realm. Type Magic Missile Casting Value 8+ Range 18\" Place a small (3\") blast template so that its central hole is directly over the centre of the target enemy unit. Any enemy model whose base lies underneath the template risks being hit and suffering a single Strength 3 hit with an AP of -1. Magic Missiles Armour Piercing"},"4093":{"id":"wood-elf-realms/spell/forest-walker","path":"wood-elf-realms/spell/forest-walker","title":"Forest Walker","pathText":"wood elf realms spell forest walker","type":"spell","body":"At the Wizard's bidding a hidden gateway into the Eternal Realms reveals itself. Beyond this lies a series of vaulted chambers, each leading to a similar portal; some nearby, other many leagues away. Type Conveyance Casting Value 9+ Range 24\" This spell can only target a friendly Wood Elf character that is completely within a woodland terrain feature. If the target is not fleeing, you may immediately remove it from the battlefield and replace it so that it is completely within a different wood anywhere on the battlefield, but not within 6\" of any enemy models. The target cannot move again during this Movement phase. Conveyance The Movement Phase"},"4094":{"id":"wood-elf-realms/spell/fury-of-athel-loren","path":"wood-elf-realms/spell/fury-of-athel-loren","title":"Fury of Athel Loren","pathText":"wood elf realms spell fury of athel loren","type":"spell","body":"The caster summons forth writhing vines and briars from the ground to slash and strangle those who seek to harm Athel Loren and its inhabitants. Type Magic Missile Casting Value 9+ Range 18\" The target enemy unit suffers D3+1 Strength 6 hits, each with an AP of -2 and the Multiple Wounds (2) special rule. Magic Missiles Multiple Wounds (X)"},"4095":{"id":"wood-elf-realms/spell/hidden-pathways","path":"wood-elf-realms/spell/hidden-pathways","title":"Hidden Pathways","pathText":"wood elf realms spell hidden pathways","type":"spell","body":"The forests of Athel Loren can be compelled to hurry the passage of those who act with its best interests at heart. Type Conveyance Casting Value 8+ Range 12\" Until your next Start of Turn sub-phase, the target friendly unit gains the Reserve Move special rule and may perform a Quick Turn, even if it would not normally be able to do so. Conveyance Start of Turn Reserve Move Quick Turn"},"4096":{"id":"wood-elf-realms/spell/sapping-blight","path":"wood-elf-realms/spell/sapping-blight","title":"Sapping Blight","pathText":"wood elf realms spell sapping blight","type":"spell","body":"As roots draw water from the earth, so too can the mages of Athel Loren sap the lifeforce from their foes. Type Hex Casting Value 9+ Range 12\" Until your next Start of Turn sub-phase, the target enemy unit suffers a -D3 modifier to its Strength characteristic (to a minimum of 1). This spell may target an enemy unit engaged in combat. If this spell is cast, the effects of any other Hex previously cast on the target unit immediately expire. Hex Start of Turn"},"4097":{"id":"wood-elf-realms/spell/spiteful-torrent","path":"wood-elf-realms/spell/spiteful-torrent","title":"Spiteful Torrent","pathText":"wood elf realms spell spiteful torrent","type":"spell","body":"Swarms of Spites and forest insects erupt from the casters' staff, racing across the battlefield as a writhing mass that bites and stings all within reach. Type Magical Vortex Casting Value 10+ Range 15\" Remains in Play. Place a small (3\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template is treated as difficult terrain. The template scatters D6\" during every Start of Turn sub-phase. Any enemy unit that moves through the template, or that the template moves over, suffers 3D6 Strength 2 hits, each with an AP of -1. Magical Vortex Remains in Play Templates Difficult Terrain Start of Turn Armour Piercing"},"4098":{"id":"wood-elf-realms/spell/swirling-mists","path":"wood-elf-realms/spell/swirling-mists","title":"Swirling Mists","pathText":"wood elf realms spell swirling mists","type":"spell","body":"The beguiling mist that has turned about many travellers can be called upon to shroud the forces of Athel Loren from prying eyes. Type Enchantment Casting Value 8+ Range Self Until your next Start of Turn sub-phase, any enemy model that directs a shooting attack at the caster, or any unit they have joined, must re-roll any rolls To Hit of a natural 6. Enchantment Start of Turn"},"4099":{"id":"wood-elf-realms/spell/tree-singing","path":"wood-elf-realms/spell/tree-singing","title":"Tree Singing","pathText":"wood elf realms spell tree singing","type":"spell","body":"The melodious song of the Wizard rouses the forest spirits, awakening them from their deep slumber. In moments, fresh growth bursts from the fertile earth, reaching rapidly towards the heavens above. Type Magical Vortex Casting Value 7+/9+ Range 15\" Remains in Play. If this spell is cast with a casting result of 7 or more, place a small (3\") blast template so that its central hole is within 15\" of the caster. If this spell is cast with a casting result of 9 or more, place a large (5\") blast template so that its central hole is within 15\" of the caster. Whilst in play, the template does not move and is treated as a woodland terrain feature. Enemy units treat these woods as dangerous terrain. Magical Vortex Remains in Play Dangerous Terrain"},"4100":{"id":"wood-elf-realms/unit/araloth-lord-of-talsyn","path":"wood-elf-realms/unit/araloth-lord-of-talsyn","title":"Araloth, Lord of Talsyn","pathText":"wood elf realms unit araloth lord of talsyn","type":"unit","body":"Araloth, Lord of Talsyn, is a Glade Lord. He may be included in any Wood Elf Realms army made using any army composition list. He must be fielded as presented here. Araloth, Lord of Talsyn Cost 150 Base Size 25 x 25 mm Unit Size 1 Troop Type Regular Infantry Troop Type Named Character Unit Category Infantry Equipment Heavy armour, shield and the Spear of Talsyn Special Rules Boldest of the Bold Evasive Favour of the Goddess Move Through Cover Rallying Cry Skaryn the Eye Thief Strike First Stubborn Regular Infantry Named Characters (Warhammer Armies) Infantry Heavy Armour Shield Spear of Talsyn Boldest of the Bold Boldest of the Bold Evasive Evasive Favour of the Goddess Favour of the Goddess Move Through Cover Move Through Cover Rallying Cry Rallying Cry Skaryn the Eye Thief Skaryn the Eye Thief Strike First Strike First Stubborn Stubborn"},"4101":{"id":"wood-elf-realms/unit/bear-of-loren","path":"wood-elf-realms/unit/bear-of-loren","title":"Bear of Loren","pathText":"wood elf realms unit bear of loren","type":"unit","body":"Bear of Loren Cost 20 Base Size 25 x 50 mm Troop Type War Beast Unit Category Infantry Equipment Claws fangs tusks teeth (counts as hand weapons) Special Rules Armoured Hide (1) Cleaving Blow Fear Motley Crew Run with the Pack Skirmishers War Beasts Infantry Hand Weapon Hand Weapon Armoured Hide (X) Armoured Hide (X) Cleaving Blow Cleaving Blow Fear Fear Motley Crew Motley Crew Run with the Pack Run with the Pack Skirmish Formation Skirmish Formation"},"4102":{"id":"wood-elf-realms/unit/beast-keeper","path":"wood-elf-realms/unit/beast-keeper","title":"Beast Keeper","pathText":"wood elf realms unit beast keeper","type":"unit","body":"Beast Keeper Cost 11 Base Size 25 x 25 mm Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon light armour Special Rules Elven Reflexes Motley Crew Move Through Cover Run with the Pack Skirmishers *Note that each Beast Keeper within a Beast Pack must take the same. In other words, a Beast Pack can only contain Deepwood Hounds, Forest Cats, Sylvan Boars or Bears of Loren, not a mixture of different beasts. Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Elven Reflexes Elven Reflexes Motley Crew Motley Crew Move Through Cover Move Through Cover Run with the Pack Run with the Pack Skirmish Formation Skirmish Formation"},"4103":{"id":"wood-elf-realms/unit/branchwraith","path":"wood-elf-realms/unit/branchwraith","title":"Branchwraith","pathText":"wood elf realms unit branchwraith","type":"unit","body":"Branchwraith Cost 80 Base Size 30 x 30 mm Unit Size 1 Type Branchwraiths Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore Illusion Equipment Hand weapon sapwood flesh (counts as light armour) Special Rules Armour Bane (1) Fear Flammable Furious Charge Immune to Psychology Lore of Athel Loren Magical Attacks Move Through Cover Regeneration (6+) Tree Spirit Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May be a Level 2 Wizard (+30 points) May take Forest Spites up to a total of 50 points Branchwraiths Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism Illusion Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear Fear Flammable Flammable Furious Charge Furious Charge Immune to Psychology Immune to Psychology Lore of Athel Loren Lore of Athel Loren Magical Attacks Magical Attacks Move Through Cover Move Through Cover Regeneration (X+) Regeneration (X+) Tree Spirit Tree Spirit Two Hand Weapons/Additional Hand Weapon Great Weapon Forest Spites"},"4104":{"id":"wood-elf-realms/unit/deepwood-hound","path":"wood-elf-realms/unit/deepwood-hound","title":"Deepwood Hound","pathText":"wood elf realms unit deepwood hound","type":"unit","body":"Deepwood Hound Cost 8 Base Size 25 x 50 mm Unit Size 1-3 Troop Type War Beast Unit Category Infantry Equipment Claws fangs tusks teeth (counts as hand weapons) Special Rules Motley Crew Run with the Pack Skirmishers Warband War Beasts Infantry Hand Weapon Hand Weapon Motley Crew Motley Crew Run with the Pack Run with the Pack Skirmish Formation Skirmish Formation Warband Warband"},"4105":{"id":"wood-elf-realms/unit/deepwood-scout","path":"wood-elf-realms/unit/deepwood-scout","title":"Deepwood Scouts","pathText":"wood elf realms unit deepwood scout","type":"unit","body":"Deepwood Scout Lord's Bowman Cost 13 Base Size 25 x 25 mm Unit Size 5+ Type Wood Elf Archers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Asrai longbows Special Rules Elven Reflexes Evasive Fire & Flee Move Through Cover Open Order Scouts Skirmishers Options Any unit may take one of the following types of enchanted arrows: Arcane bodkins (+2 points per model) Hagbane tips (+2 points per model) Moonfire shot (+1 point per model) Swiftshiver shards (+2 points per model) Trueflight arrows (+1 point per model) Any unit may: Upgrade one model to a Lord's Bowman (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Lord's Bowman may purchase magic items up to a total of 25 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Wood Elf Archers Regular Infantry Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Elven Reflexes Elven Reflexes Evasive Evasive Fire & Flee Fire & Flee Move Through Cover Move Through Cover Open Order Formation Open Order Formation Scouts Scouts Skirmish Formation Skirmish Formation Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows"},"4106":{"id":"wood-elf-realms/unit/dryad","path":"wood-elf-realms/unit/dryad","title":"Dryads","pathText":"wood elf realms unit dryad","type":"unit","body":"Dryad Nymph Cost 13 Base Size 30 x 30 mm Unit Size 5+ Type Dryads Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons sapwood flesh (counts as light armour) Special Rules Armour Bane (1) Fear Flammable Furious Charge Immune to Psychology Magical Attacks Move Through Cover Open Order Regeneration (6+) Skirmishers Stubborn Tree Spirit Options Any unit may upgrade one model to a Nymph (champion) (+5 points per unit) A Nymph may take Forest Spites up to a total of 25 points Dryads Regular Infantry Infantry Hand Weapon Hand Weapon Light Armour Light Armour Armour Bane (X) Armour Bane (X) Fear Fear Flammable Flammable Furious Charge Furious Charge Immune to Psychology Immune to Psychology Magical Attacks Magical Attacks Move Through Cover Move Through Cover Open Order Formation Open Order Formation Regeneration (X+) Regeneration (X+) Skirmish Formation Skirmish Formation Stubborn Stubborn Tree Spirit Tree Spirit Forest Spites"},"4107":{"id":"wood-elf-realms/unit/elven-steed","path":"wood-elf-realms/unit/elven-steed","title":"Elven Steed","pathText":"wood elf realms unit elven steed","type":"unit","body":"Elven Steed Cost Override +14 points Base Size 30 x 60 mm Unit Size 1 Type Elven Steed Troop Type Light Cavalry Unit Category Cavalry Equipment Hooves (counts as a hand weapon) Special Rules Fast Cavalry Swiftstride Elven Steed Light Cavalry Cavalry Hand Weapon Hand Weapon Fast Cavalry Fast Cavalry Swiftstride Swiftstride"},"4108":{"id":"wood-elf-realms/unit/eternal-guard","path":"wood-elf-realms/unit/eternal-guard","title":"Eternal Guard","pathText":"wood elf realms unit eternal guard","type":"unit","body":"Eternal Guard Eternal Warden Cost 12 Base Size 25 x 25 mm Unit Size 5+ Type Eternal Guard Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Asrai spears light armour Special Rules Close Order Elven Reflexes Martial Prowess Move Through Cover Stubborn Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to an Eternal Warden (champion) (+5 points per unit) Upgrade one model to a standard bearer (+5 points per unit) Upgrade one model to a musician (+5 points per unit) Purchase a magic standard worth up to 50 points An Eternal Warden may purchase magic items up to a total of 50 points 0-1 unit per 1,000 points may: Have the Drilled special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Optional Rules Drilled Veteran Eternal Guard Regular Infantry Infantry Hand Weapon Hand Weapon Asrai Spear Asrai Spear Light Armour Light Armour Close Order Close Order Elven Reflexes Elven Reflexes Martial Prowess Martial Prowess Move Through Cover Move Through Cover Stubborn Stubborn Shield Drilled Veteran Drilled Drilled Veteran Veteran"},"4109":{"id":"wood-elf-realms/unit/forest-cat","path":"wood-elf-realms/unit/forest-cat","title":"Forest Cat","pathText":"wood elf realms unit forest cat","type":"unit","body":"Forest Cat Cost 6 Base Size 25 x 50 mm Unit Size 1-3 Troop Type War Beast Unit Category Infantry Equipment Claws fangs tusks teeth (counts as hand weapons) Special Rules Armour Bane (1) Motley Crew Run with the Pack Skirmishers War Beasts Infantry Hand Weapon Hand Weapon Armour Bane (X) Motley Crew Run with the Pack Skirmish Formation"},"4110":{"id":"wood-elf-realms/unit/forest-dragon","path":"wood-elf-realms/unit/forest-dragon","title":"Forest Dragon","pathText":"wood elf realms unit forest dragon","type":"unit","body":"A Forest Dragon may only be included in your army as a character’s mount. Its points are added to that of its rider. Forest Dragons Cost Override +275 points Base Size 60 x 100 mm Unit Size 1 Troop Type Behemoth Unit Category Monster Equipment Wicked claws serrated maw soporific breath draconic scales (counts as full plate armour) Special Rules Close Order Fly (10) Large Target Stomp Attacks (D6) Swiftstride Terror Behemoths Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Soporific Breath Soporific Breath Full Plate Armour Full Plate Armour Close Order Close Order Fly (X) Fly (X) Large Target Large Target Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride Terror Terror"},"4111":{"id":"wood-elf-realms/unit/glade-captain","path":"wood-elf-realms/unit/glade-captain","title":"Glade Captain","pathText":"wood elf realms unit glade captain","type":"unit","body":"Glade Captain Cost 70 Base Size 25 x 25 mm Unit Size 1 Type Wood Elf Nobles Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Asrai longbow light armour Special Rules The Arrow of Kurnous Evasive Fire & Flee Ignores Cover Move Through Cover Rallying Cry Strike First Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May take one of the following types of enchanted arrows: Arcane bodkins (+6 points) Hagbane tips (+6 points) Moonfire shot (+3 points) Swiftshiver shards (+6 points) Trueflight arrows (+3 points) May be mounted: Elven Steed (+14 points) Great Stag (+50 points) Warhawk (+30 points) Great Eagle (+60 points) May take Forest Spites up to a total of 50 points A Glade Captain may purchase magic items up to a total of 50 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Note that Strike First does not apply to this model's mount (should it have one). Wood Elf Nobles Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Light Armour Light Armour The Arrow of Kurnous The Arrow of Kurnous Evasive Evasive Fire & Flee Fire & Flee Ignores Cover Ignores Cover Move Through Cover Move Through Cover Rallying Cry Rallying Cry Strike First Strike First Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Elven Steed Great Stag Warhawk Great Eagle (Mount) Forest Spites Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows"},"4112":{"id":"wood-elf-realms/unit/glade-guard","path":"wood-elf-realms/unit/glade-guard","title":"Glade Guard","pathText":"wood elf realms unit glade guard","type":"unit","body":"Glade Guard Lord's Bowman Cost 10 Base Size 25 x 25 mm Unit Size 5+ Type Wood Elf Archers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Asrai longbows Special Rules Elven Reflexes Move Through Cover Open Order Options Any unit may take one of the following types of enchanted arrows: Arcane bodkins (+2 points per model) Hagbane tips (+2 points per model) Moonfire shot (+1 point per model) Swiftshiver shards (+2 points per model) Trueflight arrows (+1 point per model) Any unit may: Upgrade one model to a Lord's Bowman (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Lord's Bowman may purchase magic items up to a total of 25 points 0-1 unit of Glade Guard per 1,000 points may: Have the Fire & Flee special rule (+1 point per model) Have the Vanguard special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Fire & Flee Vanguard Wood Elf Archers Regular Infantry Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Elven Reflexes Elven Reflexes Move Through Cover Move Through Cover Open Order Formation Open Order Formation Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Fire & Flee Vanguard Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Fire & Flee Vanguard"},"4113":{"id":"wood-elf-realms/unit/glade-lord","path":"wood-elf-realms/unit/glade-lord","title":"Glade Lord","pathText":"wood elf realms unit glade lord","type":"unit","body":"Glade Lord Cost 135 Base Size 25 x 25 mm Unit Size 1 Type Wood Elf Nobles Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Asrai longbow light armour Special Rules The Arrow of Kurnous Evasive Fire & Flee Ignores Cover Move Through Cover Rallying Cry Strike First Options May take one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) Cavalry spear (if appropriately mounted) (+2 points) May take a shield (+2 points) May take one of the following types of enchanted arrows: Arcane bodkins (+6 points) Hagbane tips (+6 points) Moonfire shot (+3 points) Swiftshiver shards (+6 points) Trueflight arrows (+3 points) May be mounted: Elven Steed (+14 points) Great Stag (+50 points) Warhawk (+30 points) Forest Dragon (+275 points) Great Eagle (+60 points) May take Forest Spites up to a total of 50 points A Glade Lord may purchase magic items up to a total of 100 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Note that Strike First does not apply to this model's mount (should it have one). Wood Elf Nobles Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Light Armour Light Armour The Arrow of Kurnous The Arrow of Kurnous Evasive Evasive Fire & Flee Fire & Flee Ignores Cover Ignores Cover Move Through Cover Move Through Cover Rallying Cry Rallying Cry Strike First Strike First Two Hand Weapons/Additional Hand Weapon Great Weapon Cavalry Spear Shield Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Elven Steed Great Stag Warhawk Forest Dragon Great Eagle (Mount) Forest Spites Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows"},"4114":{"id":"wood-elf-realms/unit/glade-rider","path":"wood-elf-realms/unit/glade-rider","title":"Glade Riders","pathText":"wood elf realms unit glade rider","type":"unit","body":"Glade Rider Glade Knight Elven Steed Cost 17 Base Size 30 x 60 mm Unit Size 4+ Type Glade Riders Troop Type Light Cavalry Unit Category Cavalry Equipment Glade Riders: Hand weapons, cavalry spears and Asrai longbows Elven Steeds: Hooves (counts as a hand weapon) Special Rules Elven Reflexes Fast Cavalry Fire & Flee Open Order Skirmishers Swiftstride Options Any unit may take one of the following types of enchanted arrows: Arcane bodkins (+2 points per model) Hagbane tips (+2 points per model) Moonfire shot (+1 point per model) Swiftshiver shards (+2 points per model) Trueflight arrows (+1 point per model) Any unit may: Upgrade one model to a Glade Knight (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) A Glade Knight may purchase magic items up to a total of 25 points 0-1 unit per 1,000 points may: Have the Ambushers special rule (+2 points per model) Have the Drilled special rule (+2 points per model) Have the Reserve Move special rule (+1 point per model) Purchase a magic standard worth up to 50 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Ambushers Drilled Reserve Move Glade Riders Light Cavalry Cavalry Hand Weapon Cavalry Spear Asrai Longbow Hand Weapon Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Swiftstride Swiftstride Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Ambushers Drilled Reserve Move Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows Ambushers Ambushers Drilled Drilled Reserve Move Reserve Move"},"4115":{"id":"wood-elf-realms/unit/great-eagle","path":"wood-elf-realms/unit/great-eagle","title":"Great Eagle","pathText":"wood elf realms unit great eagle","type":"unit","body":"Great Eagle Cost 60 Base Size 50 x 50 mm Unit Size 1 Type Great Eagles Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw Special Rules Close Order Fear Fly (10) Stomp Attacks (1) Swiftstride Great Eagles Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Close Order Close Order Fear Fear Fly (X) Fly (X) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"4116":{"id":"wood-elf-realms/unit/great-eagle-mount","path":"wood-elf-realms/unit/great-eagle-mount","title":"Great Eagle (Mount)","pathText":"wood elf realms unit great eagle mount","type":"unit","body":"A Great Eagle may be included in your army as a character’s mount. If so, its points are added to that of its rider. Great Eagle (Mount) Cost Override +60 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Creature Unit Category Monster Equipment Wicked claws serrated maw Special Rules Close Order Fear Fly (10) Stomp Attacks (1) Swiftstride Monstrous Creatures Monsters Wicked Claws Wicked Claws Serrated Maw Serrated Maw Close Order Close Order Fear Fear Fly (X) Fly (X) Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"4117":{"id":"wood-elf-realms/unit/great-stag","path":"wood-elf-realms/unit/great-stag","title":"Great Stag","pathText":"wood elf realms unit great stag","type":"unit","body":"Great Stag Cost Override +50 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Mighty antlers Special Rules Armoured Hide (2) Crown of Antlers Fear First Charge Impact Hits (1) Move Through Cover Stomp Attacks (1) Swiftstride Monstrous Cavalry Cavalry Mighty Antlers Mighty Antlers Armoured Hide (X) Armoured Hide (X) Crown of Antlers Crown of Antlers Fear Fear First Charge First Charge Impact Hits (X) Impact Hits (X) Move Through Cover Move Through Cover Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"4118":{"id":"wood-elf-realms/unit/guardians-of-talsyn","path":"wood-elf-realms/unit/guardians-of-talsyn","title":"Guardians of Talsyn","pathText":"wood elf realms unit guardians of talsyn","type":"unit","body":"Guardian of Talsyn Watchmaster Cost 18 Base Size 25 x 25 mm Unit Size 5+ Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapon Asrai spear light armour Special Rules Close Order Drilled Elven Reflexes Martial Prowess Move Through Cover Parry Stubborn Veteran Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Watchmaster (champion) (6+ points) Upgrade one model to a standard bearer (5+ points) Upgrade one model to a musician (5+ points) Purchase a magic standard worth up to 50 points A Watchmaster may purchase magic items up to a total of 50 points Regular Infantry Infantry Hand Weapon Hand Weapon Asrai Spear Asrai Spear Light Armour Light Armour Close Order Close Order Drilled Drilled Elven Reflexes Elven Reflexes Martial Prowess Martial Prowess Move Through Cover Move Through Cover Parry (Wood Elves) Parry (Wood Elves) Stubborn Stubborn Veteran Veteran Shield"},"4119":{"id":"wood-elf-realms/unit/orion-the-king-in-the-woods","path":"wood-elf-realms/unit/orion-the-king-in-the-woods","title":"Orion, the King in the Woods","pathText":"wood elf realms unit orion the king in the woods","type":"unit","body":"Orion may be included in any Wood Elf Realms army made using any army composition list. He must be fielded as presented here. Orion, the King in the Woods Hound of Orion Cost 405 Cost Override 405 points Base Size 50 x 50 mm (Orion), 25 x 50mm (Hounds of Orion) Unit Size 1* Troop Type Monstrous Infantry Troop Type Named Character Unit Category Infantry Equipment Cloak of Isha, Hawks Talon, Horn of the Wild Hunt, Spear of Kurnous Special Rules Frenzy Immune to Psychology Magic Resistance (-2) Move Through Cover Open Order* Stomp Attacks (D3+2) Strike First Terror Unbreakable *Note that Orion and his Hounds form a single unit which Orion cannot leave. Should this unit be reduced to a single model, it remains in an Open Order formation. Monstrous Infantry Named Characters (Warhammer Armies) Infantry Cloak of Isha Hawk's Talon Horn of the Wild Hunt The Spear of Kurnous Frenzy Frenzy Immune to Psychology Immune to Psychology Magic Resistance (-X) Magic Resistance (-X) Move Through Cover Move Through Cover Open Order Formation Open Order Formation Stomp Attacks (X) Stomp Attacks (X) Strike First Strike First Terror Terror Unbreakable Unbreakable Open Order Formation"},"4120":{"id":"wood-elf-realms/unit/shadowdancer","path":"wood-elf-realms/unit/shadowdancer","title":"Shadowdancer","pathText":"wood elf realms unit shadowdancer","type":"unit","body":"Shadowdancer Cost 85 Base Size 25 x 25 mm Unit Size 1 Type Shadowdancers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 0 Magic Lore Battle Magic Magic Lore Illusion Equipment Hand weapon Special Rules Evasive Furious Charge Immune to Psychology Loner Move Through Cover Strike First Talismanic Tattoos Troubadour of Loec Options May take one of the following: Spear of Loec (Free) Trickster's Blades (Free) May take Forest Spites up to a total of 50 points May be a Level 1 Wizard (+35 points) May purchase magic items up to a total of 50 points Optional Rules Spear of Loec Trickster's Blades Shadowdancers Regular Infantry Characters (Troop Types) Infantry Battle Magic Illusion Hand Weapon Hand Weapon Evasive Evasive Furious Charge Furious Charge Immune to Psychology Immune to Psychology Loner Loner Move Through Cover Move Through Cover Strike First Strike First Talismanic Tattoos Talismanic Tattoos Troubadour of Loec Troubadour of Loec Spear of Loec Trickster's Blades Forest Spites Spear of Loec Spear of Loec Trickster's Blades Trickster's Blades"},"4121":{"id":"wood-elf-realms/unit/sister-of-the-thorn","path":"wood-elf-realms/unit/sister-of-the-thorn","title":"Sisters of the Thorn","pathText":"wood elf realms unit sister of the thorn","type":"unit","body":"Sister of the Thorn Handmaiden of the Thorn Steed of Isha Cost 22 Base Size 30 x 60 mm Unit Size 4+ Type Sisters Of The Thorn Troop Type Light Cavalry Unit Category Cavalry Equipment Sister of the Thorn: Hand weapons and blackbriar javelins Steeds of Isha: Hooves (counts as a hand weapon) Special Rules Daughters of Eternity Deepwood Coven Elven Reflexes Fast Cavalry Fire & Flee Move Through Cover Open Order Poisoned Attacks Swiftstride Options Any unit may: Upgrade one model to a Handmaiden of the Thorn (champion) (+8 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Handmaiden of the Thorn may purchase magic items up to a total of 25 points Sisters Of The Thorn Light Cavalry Cavalry Hand Weapon Blackbriar Javelin Hand Weapon Daughters of Eternity Daughters of Eternity Deepwood Coven Deepwood Coven Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Fire & Flee Fire & Flee Move Through Cover Move Through Cover Open Order Formation Open Order Formation Poisoned Attacks Poisoned Attacks Swiftstride Swiftstride"},"4122":{"id":"wood-elf-realms/unit/spellsinger","path":"wood-elf-realms/unit/spellsinger","title":"Spellsinger","pathText":"wood elf realms unit spellsinger","type":"unit","body":"Spellsinger Cost 80 Base Size 25 x 25 mm Unit Size 1 Type Wood Elf Mages Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 1 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Lore of Athel Loren Magical Attacks Move Through Cover Options May have the Talismanic Tattoos special rule (+15 points) May be mounted: Elven Steed (+14 points) Unicorn (+35 points) Warhawk (+30 points) Great Eagle (+60 points) May take Forest Spites up to a total of 50 points A Spellsinger may: Be a Level 2 Wizard (+30 points) Purchase magic items up to a total of 50 points Optional Rules Talismanic Tattoos Wood Elf Mages Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism High Magic Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Lore of Athel Loren Lore of Athel Loren Magical Attacks Magical Attacks Move Through Cover Move Through Cover Talismanic Tattoos Elven Steed Unicorn Warhawk Great Eagle (Mount) Forest Spites Talismanic Tattoos Talismanic Tattoos"},"4123":{"id":"wood-elf-realms/unit/spellweaver","path":"wood-elf-realms/unit/spellweaver","title":"Spellweaver","pathText":"wood elf realms unit spellweaver","type":"unit","body":"Spellweaver Cost 155 Base Size 25 x 25 mm Unit Size 1 Type Wood Elf Mages Troop Type Regular Infantry Troop Type Character Unit Category Infantry Wizard Level 3 Magic Lore Battle Magic Magic Lore Elementalism Magic Lore High Magic Magic Lore Illusion Equipment Hand weapon Special Rules Elven Reflexes Lore of Athel Loren Magical Attacks Move Through Cover Options May have the Talismanic Tattoos special rule (+15 points) May be mounted: Elven Steed (+14 points) Unicorn (+35 points) Warhawk (+30 points) Great Eagle (+60 points) May take Forest Spites up to a total of 50 points A Spellweaver may: Be a Level 4 Wizard (+30 points) Purchase magic items up to a total of 100 points Optional Rules Talismanic Tattoos Wood Elf Mages Regular Infantry Characters (Troop Types) Infantry Battle Magic Elementalism High Magic Illusion Hand Weapon Hand Weapon Elven Reflexes Elven Reflexes Lore of Athel Loren Lore of Athel Loren Magical Attacks Magical Attacks Move Through Cover Move Through Cover Talismanic Tattoos Elven Steed Unicorn Warhawk Great Eagle (Mount) Forest Spites Talismanic Tattoos Talismanic Tattoos"},"4124":{"id":"wood-elf-realms/unit/sylvan-boar","path":"wood-elf-realms/unit/sylvan-boar","title":"Sylvan Boar","pathText":"wood elf realms unit sylvan boar","type":"unit","body":"Sylvan Boar Cost 11 Base Size 25 x 50 mm Unit Size 1-3 Troop Type War Beast Unit Category Infantry Equipment Claws fangs tusks teeth (counts as hand weapons) Special Rules Furious Charge Motley Crew Razor Tusks Run with the Pack Skirmishers War Beasts Infantry Hand Weapon Hand Weapon Furious Charge Furious Charge Motley Crew Motley Crew Razor Tusks Razor Tusks Run with the Pack Run with the Pack Skirmish Formation Skirmish Formation"},"4125":{"id":"wood-elf-realms/unit/tree-kin","path":"wood-elf-realms/unit/tree-kin","title":"Tree Kin","pathText":"wood elf realms unit tree kin","type":"unit","body":"Tree Kin Elder Cost 51 Base Size 50 x 50 mm Unit Size 2+ Type Tree Kin Troop Type Monstrous Infantry Unit Category Infantry Equipment Hand weapons hardwood flesh (counts as heavy armour) Special Rules Armour Bane (2) Close Order Fear Flammable Immune to Psychology Magical Attacks Move Through Cover Regeneration (5+) Stomp Attacks (1) Stubborn Tree Spirit Tree Whack Options Any unit may upgrade one model to an Elder (champion) (+7 points per unit) An Elder may take Forest Spites up to a total of 25 points Tree Kin Monstrous Infantry Infantry Hand Weapon Hand Weapon Heavy Armour Heavy Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Fear Fear Flammable Flammable Immune to Psychology Immune to Psychology Magical Attacks Magical Attacks Move Through Cover Move Through Cover Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Tree Spirit Tree Spirit Tree Whack Tree Whack Forest Spites"},"4126":{"id":"wood-elf-realms/unit/treeman","path":"wood-elf-realms/unit/treeman","title":"Treeman","pathText":"wood elf realms unit treeman","type":"unit","body":"Treeman Cost 215 Base Size 50 x 50 mm (min), 50 x 75 mm (max) Unit Size 1 Type Treemen Troop Type Behemoth Unit Category Monster Equipment Oaken fists Strangleroots arboreal armour (counts as full plate armour) Special Rules Armour Bane (1) Close Order Flammable Immune to Psychology Large Target Magical Attacks Move Through Cover Regeneration (5+) Stomp Attacks (D3) Stubborn Terror Timmm-berrr! Tree Spirit Tree Whack Options May take Forest Spites up to a total of 50 points Treemen Behemoths Monsters Oaken Fists Oaken Fists Strangleroots Strangleroots Full Plate Armour Full Plate Armour Armour Bane (X) Armour Bane (X) Close Order Close Order Flammable Flammable Immune to Psychology Immune to Psychology Large Target Large Target Magical Attacks Magical Attacks Move Through Cover Move Through Cover Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Timmm-berrr! Timmm-berrr! Tree Spirit Tree Spirit Tree Whack Tree Whack Forest Spites"},"4127":{"id":"wood-elf-realms/unit/treeman-ancient","path":"wood-elf-realms/unit/treeman-ancient","title":"Treeman Ancient","pathText":"wood elf realms unit treeman ancient","type":"unit","body":"Treeman Ancient Cost 265 Base Size 50 x 50 mm (min), 50 x 75 mm (max) Unit Size 1 Type Treemen Ancients Troop Type Behemoth Troop Type Character Unit Category Monster Wizard Level 2 Magic Lore Battle Magic Magic Lore Elementalism Equipment Oaken fists Strangleroots arboreal armour (counts as full plate armour) Special Rules Close Order Flammable Immune to Psychology Large Target Lore of Athel Loren Magical Attacks Move Through Cover Regeneration (5+) Stomp Attacks (D3) Stubborn Terror Timmm-berrr! Tree Spirit Tree Whack Options May be a: Level 3 Wizard (+30 points) Level 4 Wizard (+60 points) May take Forest Spites up to a total of 100 points Treemen Ancients Behemoths Characters (Troop Types) Monsters Battle Magic Elementalism Oaken Fists Oaken Fists Strangleroots Strangleroots Full Plate Armour Full Plate Armour Close Order Close Order Flammable Flammable Immune to Psychology Immune to Psychology Large Target Large Target Lore of Athel Loren Lore of Athel Loren Magical Attacks Magical Attacks Move Through Cover Move Through Cover Regeneration (X+) Regeneration (X+) Stomp Attacks (X) Stomp Attacks (X) Stubborn Stubborn Terror Terror Timmm-berrr! Timmm-berrr! Tree Spirit Tree Spirit Tree Whack Tree Whack Forest Spites"},"4128":{"id":"wood-elf-realms/unit/unicorn","path":"wood-elf-realms/unit/unicorn","title":"Unicorn","pathText":"wood elf realms unit unicorn","type":"unit","body":"Unicorn Cost Override +35 points Base Size 40 x 60 mm Unit Size 1 Type Unicorn Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Hooves horn (counts as a hand weapon) Special Rules Armour Bane (2, Unicorn only) Armoured Hide (1) Beguiling Aura Counter Charge Magical Attacks Stomp Attacks (1) Swiftstride Unicorn Monstrous Cavalry Cavalry Hand Weapon Hand Weapon Armour Bane (X) Armour Bane (X) Armoured Hide (X) Armoured Hide (X) Beguiling Aura Beguiling Aura Counter Charge Counter Charge Magical Attacks Magical Attacks Stomp Attacks (X) Stomp Attacks (X) Swiftstride Swiftstride"},"4129":{"id":"wood-elf-realms/unit/wardancer","path":"wood-elf-realms/unit/wardancer","title":"Wardancers","pathText":"wood elf realms unit wardancer","type":"unit","body":"Wardancer Bladesinger Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Wardancers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Special Rules Dances of Loec Evasive Furious Charge Immune to Psychology Loner Motley Crew Move Through Cover Open Order Skirmishers Strike First Talismanic Tattoos Options Any model in the unit may take one of the following: Additional hand weapon (+1 point per model) Throwing spear (Free) Any unit may: Upgrade one model to an Bladesinger (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Bladesinger may purchase magic items up to a total of 25 points Wardancers Regular Infantry Infantry Hand Weapon Hand Weapon Dances of Loec Dances of Loec Evasive Evasive Furious Charge Furious Charge Immune to Psychology Immune to Psychology Loner Loner Motley Crew Motley Crew Move Through Cover Move Through Cover Open Order Formation Open Order Formation Skirmish Formation Skirmish Formation Strike First Strike First Talismanic Tattoos Talismanic Tattoos Two Hand Weapons/Additional Hand Weapon Throwing Spear"},"4130":{"id":"wood-elf-realms/unit/warden-of-talsyn","path":"wood-elf-realms/unit/warden-of-talsyn","title":"Warden of Talsyn","pathText":"wood elf realms unit warden of talsyn","type":"unit","body":"Warden of Talsyn Cost 125 Base Size 25 x 25 mm Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Asrai spear light armour Special Rules Close Order Courage Beyond Compare Drilled Elven Reflexes Immune to Psychology Move Through Cover Parry Strike First Stubborn Options May replace Asrai spear with one of the following: Additional hand weapon (+3 points) Great weapon (+4 points) May take a shield (+2 points) A Warden of Talsyn may purchase magic items up to a total of 75 points Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Asrai Spear Asrai Spear Light Armour Light Armour Close Order Close Order Courage Beyond Compare Courage Beyond Compare Drilled Drilled Elven Reflexes Elven Reflexes Immune to Psychology Immune to Psychology Move Through Cover Move Through Cover Parry (Wood Elves) Parry (Wood Elves) Strike First Strike First Stubborn Stubborn Asrai Spear Two Hand Weapons/Additional Hand Weapon Great Weapon Shield"},"4131":{"id":"wood-elf-realms/unit/warhawk","path":"wood-elf-realms/unit/warhawk","title":"Warhawk","pathText":"wood elf realms unit warhawk","type":"unit","body":"Warhawk Cost Override +30 points Base Size 50 x 50 mm Unit Size 1 Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Wicked claws Special Rules Evasive Fear Feigned Flight Fly (10) Swiftstride Monstrous Cavalry Cavalry Wicked Claws Wicked Claws Evasive Evasive Fear Fear Feigned Flight Feigned Flight Fly (X) Fly (X) Swiftstride Swiftstride"},"4132":{"id":"wood-elf-realms/unit/warhawk-rider","path":"wood-elf-realms/unit/warhawk-rider","title":"Warhawk Riders","pathText":"wood elf realms unit warhawk rider","type":"unit","body":"Warhawk Rider Wind Rider Warhawk Cost 41 Base Size 50 x 50 mm Unit Size 3+ Type Warhawk Riders Troop Type Monstrous Cavalry Unit Category Cavalry Equipment Warhawk Riders: Hand weapons, cavalry spears and Asrai longbows Warhawks: Wicked claws Special Rules Elven Reflexes Evasive Fear Feigned Flight Fire & Flee Fly (10) Skirmishers Swiftstride Options Any unit may take one of the following types of enchanted arrows: Arcane bodkins (+2 points per model) Hagbane tips (+2 points per model) Moonfire shot (+1 point per model) Swiftshiver shards (+2 points per model) Trueflight arrows (+1 point per model) Any unit may upgrade one model to a Wind Rider (champion) (+8 points per unit) A Wind Rider may purchase magic items up to a total of 25 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Warhawk Riders Monstrous Cavalry Cavalry Hand Weapon Cavalry Spear Asrai Longbow Wicked Claws Elven Reflexes Elven Reflexes Evasive Evasive Fear Fear Feigned Flight Feigned Flight Fire & Flee Fire & Flee Fly (X) Fly (X) Skirmish Formation Skirmish Formation Swiftstride Swiftstride Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows"},"4133":{"id":"wood-elf-realms/unit/waystalker","path":"wood-elf-realms/unit/waystalker","title":"Waystalker","pathText":"wood elf realms unit waystalker","type":"unit","body":"Waystalker Cost 85 Base Size 25 x 25 mm Unit Size 1 Type Waystalkers Troop Type Regular Infantry Troop Type Character Unit Category Infantry Equipment Hand weapon Asrai longbow Special Rules Elven Reflexes Evasive Feigned Flight Fire & Flee Hawk-eyed Archer Ignores Cover Move Through Cover Scouts Options May take an additional hand weapon (+3 points) May take one of the following types of enchanted arrows: Arcane bodkins (+6 points) Hagbane tips (+6 points) Moonfire shot (+3 points) Swiftshiver shards (+6 points) Trueflight arrows (+3 points) May take light armour (+3 points) May take Forest Spites up to a total of 50 points May have the Ambushers special rule (+10 points) May purchase magic items up to a total of 50 points Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Ambushers Waystalkers Regular Infantry Characters (Troop Types) Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Elven Reflexes Elven Reflexes Evasive Evasive Feigned Flight Feigned Flight Fire & Flee Fire & Flee Hawk-eyed Archer Hawk-eyed Archer Ignores Cover Ignores Cover Move Through Cover Move Through Cover Scouts Scouts Two Hand Weapons/Additional Hand Weapon Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Light Armour Forest Spites Ambushers Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows Ambushers Ambushers"},"4134":{"id":"wood-elf-realms/unit/waywatcher","path":"wood-elf-realms/unit/waywatcher","title":"Waywatchers","pathText":"wood elf realms unit waywatcher","type":"unit","body":"Waywatcher Sentinel Cost 16 Base Size 25 x 25 mm Unit Size 5+ Type Waywatchers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons Asrai longbows Special Rules Elven Reflexes Evasive Feigned Flight Fire & Flee Ignores Cover Move Through Cover Scouts Skirmishers Options Any unit may take one of the following types of enchanted arrows: Arcane bodkins (+2 points per model) Hagbane tips (+2 points per model) Moonfire shot (+1 point per model) Swiftshiver shards (+2 points per model) Trueflight arrows (+1 point per model) Any unit may upgrade one model to a Sentinel (champion) (+6 points per unit) A Sentinel may purchase magic items up to a total of 25 points 0-1 unit in your army may: Have the Ambushers special rule (+1 point per model) Have the Vanguard special rule (+1 point per model) Have the Veteran special rule (+1 point per model) Optional Rules Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Ambushers Vanguard Veteran Waywatchers Regular Infantry Infantry Hand Weapon Hand Weapon Asrai Longbow Asrai Longbow Elven Reflexes Elven Reflexes Evasive Evasive Feigned Flight Feigned Flight Fire & Flee Fire & Flee Ignores Cover Ignores Cover Move Through Cover Move Through Cover Scouts Scouts Skirmish Formation Skirmish Formation Arcane Bodkins Hagbane Tips Moonfire Shot Swiftshiver Shards Trueflight Arrows Ambushers Vanguard Veteran Arcane Bodkins Arcane Bodkins Hagbane Tips Hagbane Tips Moonfire Shot Moonfire Shot Swiftshiver Shards Swiftshiver Shards Trueflight Arrows Trueflight Arrows Ambushers Ambushers Vanguard Vanguard Veteran Veteran"},"4135":{"id":"wood-elf-realms/unit/wild-rider","path":"wood-elf-realms/unit/wild-rider","title":"Wild Riders","pathText":"wood elf realms unit wild rider","type":"unit","body":"Wild Rider Wild Hunter Steed of Kurnous Cost 26 Base Size 30 x 60 mm Unit Size 4+ Type Wild Riders Troop Type Light Cavalry Unit Category Cavalry Equipment Wild Riders: Hand weapons, hunting spears and light armour Steeds of Kurnous: Hooves (counts as a hand weapon) Special Rules Counter Charge Elven Reflexes Fast Cavalry Fear Frenzy Furious Charge (Riders only) Move Through Cover Open Order Swiftstride Talismanic Tattoos Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Wild Hunter (champion) (+7 points per unit) Upgrade one model to a standard bearer (+7 points per unit) Upgrade one model to a musician (+7 points per unit) Purchase a magic standard worth up to 50 points A Wild Hunter may purchase magic items up to a total of 25 points Wild Riders Light Cavalry Cavalry Hand Weapon Hunting Spear Light Armour Hand Weapon Counter Charge Counter Charge Elven Reflexes Elven Reflexes Fast Cavalry Fast Cavalry Fear Fear Frenzy Frenzy Furious Charge Furious Charge Move Through Cover Move Through Cover Open Order Formation Open Order Formation Swiftstride Swiftstride Talismanic Tattoos Talismanic Tattoos Shield"},"4136":{"id":"wood-elf-realms/unit/wildwood-ranger","path":"wood-elf-realms/unit/wildwood-ranger","title":"Wildwood Rangers","pathText":"wood elf realms unit wildwood ranger","type":"unit","body":"Wildwood Ranger Wildwood Warden Cost 14 Base Size 25 x 25 mm Unit Size 5+ Type Wildwood Rangers Troop Type Regular Infantry Unit Category Infantry Equipment Hand weapons ranger's glaives light armour Special Rules Close Order Elven Reflexes Guardians of the Wildwood Immune to Psychology Move Through Cover Options The entire unit may take shields (+1 point per model) Any unit may: Upgrade one model to a Wildwood Warden (champion) (+6 points per unit) Upgrade one model to a standard bearer (+6 points per unit) Upgrade one model to a musician (+6 points per unit) Purchase a magic standard worth up to 50 points A Wildwood Warden may purchase magic items up to a total of 50 points Wildwood Rangers Regular Infantry Infantry Hand Weapon Hand Weapon Ranger's Glaive Ranger's Glaive Light Armour Light Armour Close Order Close Order Elven Reflexes Elven Reflexes Guardians of the Wildwood Guardians of the Wildwood Immune to Psychology Immune to Psychology Move Through Cover Move Through Cover Shield"},"4137":{"id":"wood-elf-realms/unit/wood-elf-beast-pack","path":"wood-elf-realms/unit/wood-elf-beast-pack","title":"Wood Elf Beast Pack","pathText":"wood elf realms unit wood elf beast pack","type":"unit","body":"Cost 11 Cost Override 11 points + cost of Beast Pack Base Size 25 x 25 mm (Beast Keeper), 25 x 50 mm (Beast Pack) Unit Size 1+* Unit Category Infantry Options Each Beast Keeper must take one of the following*: 1-3 Deepwood Hounds (+8 points each) 1-3 Forest Cats (+6 points each) 1-3 Sylvan Boars (+11 points each) 1 Bear of Loren (+20 points) *Note that each Beast Keeper within a Beast Pack must take the same. In other words, a Beast Pack can only contain Deepwood Hounds, Forest Cats, Sylvan Boars or Bears of Loren, not a mixture of different beasts. Beasts of the Forest: Any army made using the Wood Elf Realms Grand Army composition list may include any number of Wood Elf Beast Packs as Rare choices. Infantry Deepwood Hound Forest Cat Sylvan Boar Bear of Loren"},"4138":{"id":"wood-elf-realms/weapon/arcane-bodkins","path":"wood-elf-realms/weapon/arcane-bodkins","title":"Arcane Bodkins","pathText":"wood elf realms weapon arcane bodkins","type":"rule","body":"Armour offers no protection against these ensorcelled arrows. An Asrai longbow with Arcane Bodkins has an AP of -2. Asrai Longbow Armour Piercing"},"4139":{"id":"wood-elf-realms/weapon/asrai-longbow","path":"wood-elf-realms/weapon/asrai-longbow","title":"Asrai Longbow","pathText":"wood elf realms weapon asrai longbow","type":"rule","body":"To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay. Asrai Longbow Armour Bane (1) Volley Fire Armour Bane (X) Volley Fire"},"4140":{"id":"wood-elf-realms/weapon/asrai-spear","path":"wood-elf-realms/weapon/asrai-spear","title":"Asrai Spear","pathText":"wood elf realms weapon asrai spear","type":"rule","body":"Asrai Spear Fight in Extra Rank Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s). Fight in Extra Rank Supporting Attacks"},"4141":{"id":"wood-elf-realms/weapon/blackbriar-javelin","path":"wood-elf-realms/weapon/blackbriar-javelin","title":"Blackbriar Javelin","pathText":"wood elf realms weapon blackbriar javelin","type":"rule","body":"Blackbriar Javelin Move & Shoot Quick Shot Move & Shoot Quick Shot"},"4142":{"id":"wood-elf-realms/weapon/enchanted-arrows","path":"wood-elf-realms/weapon/enchanted-arrows","title":"Enchanted Arrows","pathText":"wood elf realms weapon enchanted arrows","type":"rule","body":"Regardless of rank or station, all Wood Elves craft their own arrows; something so crucial to survival should never be left to another's hand. Many Wood Elves craft enchanted arrows, and it is common that entire kinbands of warriors will carry with them arrows of a specific type. Such arrows can be made in many different ways, the methods by which they are made varying from kindred to kindred, yet throughout Athel Loren, certain types of arrow are favoured. Some models in the Wood Elf Realms army have the option to purchase enchanted arrows. These are used in conjunction with the model's Asrai longbow, modifying the weapon's profile as follows: Arcane Bodkins Armour offers no protection against these ensorcelled arrows. An Asrai longbow with Arcane Bodkins has an AP of -2. Hagbane Tips Even a scratch from an arrow dipped in Hagbane sap can prove fatal. An Asrai longbow with Hagbane Tips has the Poisoned Attacks special rule. Moonfire Shot Glowing eerily with pale light, the touch of these arrows brings searing agony. An Asrai longbow with Moonfire Shot has the Flaming Attacks and Magical Attacks special rules. Swiftshiver Shards These arrows seem to fly from the bow of their own accord. An Asrai longbow with Swiftshiver Shards has the Multiple Shots (2) special rule. Trueflight Arrows These enchanted arrows seek out their targets with unerring accuracy. An Asrai longbow with Trueflight Arrows has the Ignores Cover and Quick Shot special rules. Arcane Bodkins Asrai Longbow Armour Piercing Hagbane Tips Asrai Longbow Poisoned Attacks Moonfire Shot Asrai Longbow Flaming Attacks Magical Attacks Swiftshiver Shards Asrai Longbow Multiple Shots (X) Trueflight Arrows Asrai Longbow Ignores Cover Quick Shot"},"4143":{"id":"wood-elf-realms/weapon/hagbane-tips","path":"wood-elf-realms/weapon/hagbane-tips","title":"Hagbane Tips","pathText":"wood elf realms weapon hagbane tips","type":"rule","body":"Even a scratch from an arrow dipped in Hagbane sap can prove fatal. An Asrai longbow with Hagbane Tips has the Poisoned Attacks special rule. Asrai Longbow Poisoned Attacks"},"4144":{"id":"wood-elf-realms/weapon/hunting-spear","path":"wood-elf-realms/weapon/hunting-spear","title":"Hunting Spear","pathText":"wood elf realms weapon hunting spear","type":"rule","body":"Hunting Spear Armour Bane (1) Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. Armour Bane (X)"},"4145":{"id":"wood-elf-realms/weapon/mighty-antlers","path":"wood-elf-realms/weapon/mighty-antlers","title":"Mighty Antlers","pathText":"wood elf realms weapon mighty antlers","type":"rule","body":"Mighty Antlers Armour Bane (1) Armour Bane (X)"},"4146":{"id":"wood-elf-realms/weapon/moonfire-shot","path":"wood-elf-realms/weapon/moonfire-shot","title":"Moonfire Shot","pathText":"wood elf realms weapon moonfire shot","type":"rule","body":"Glowing eerily with pale light, the touch of these arrows brings searing agony. An Asrai longbow with Moonfire Shot has the Flaming Attacks and Magical Attacks special rules. Asrai Longbow Flaming Attacks Magical Attacks"},"4147":{"id":"wood-elf-realms/weapon/oaken-fists","path":"wood-elf-realms/weapon/oaken-fists","title":"Oaken Fists","pathText":"wood elf realms weapon oaken fists","type":"rule","body":"Oaken Fists -"},"4148":{"id":"wood-elf-realms/weapon/rangers-glaive","path":"wood-elf-realms/weapon/rangers-glaive","title":"Ranger's Glaive","pathText":"wood elf realms weapon rangers glaive","type":"rule","body":"Ranger’s Glaive Requires Two Hands Requires Two Hands"},"4149":{"id":"wood-elf-realms/weapon/soporific-breath","path":"wood-elf-realms/weapon/soporific-breath","title":"Soporific Breath","pathText":"wood elf realms weapon soporific breath","type":"rule","body":"Soporific Breath Breath Weapon Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal). Breath Weapon Make Armour Saves (Combat) Ward Saves Regeneration (X+)"},"4150":{"id":"wood-elf-realms/weapon/spear-of-loec","path":"wood-elf-realms/weapon/spear-of-loec","title":"Spear of Loec","pathText":"wood elf realms weapon spear of loec","type":"rule","body":"Spear of Loec Armour Bane (2) Killing Blow Armour Bane (X) Killing Blow"},"4151":{"id":"wood-elf-realms/weapon/strangleroots","path":"wood-elf-realms/weapon/strangleroots","title":"Strangleroots","pathText":"wood elf realms weapon strangleroots","type":"rule","body":"Strangleroots Multiple Shots (D6+1) Multiple Shots (X)"},"4152":{"id":"wood-elf-realms/weapon/swiftshiver-shards","path":"wood-elf-realms/weapon/swiftshiver-shards","title":"Swiftshiver Shards","pathText":"wood elf realms weapon swiftshiver shards","type":"rule","body":"These arrows seem to fly from the bow of their own accord. An Asrai longbow with Swiftshiver Shards has the Multiple Shots (2) special rule. Asrai Longbow Multiple Shots (X)"},"4153":{"id":"wood-elf-realms/weapon/tricksters-blades","path":"wood-elf-realms/weapon/tricksters-blades","title":"Trickster's Blades","pathText":"wood elf realms weapon tricksters blades","type":"rule","body":"Trickster’s Blades Extra Attacks (+D3) Requires Two Hands Extra Attacks (+X) Requires Two Hands"},"4154":{"id":"wood-elf-realms/weapon/trueflight-arrows","path":"wood-elf-realms/weapon/trueflight-arrows","title":"Trueflight Arrows","pathText":"wood elf realms weapon trueflight arrows","type":"rule","body":"These enchanted arrows seek out their targets with unerring accuracy. An Asrai longbow with Trueflight Arrows has the Ignores Cover and Quick Shot special rules. Asrai Longbow Ignores Cover Quick Shot"}},"count":4154},"sorting":{"enabled":false},"pinning":{"rules":[]},"language":"english"}