diff --git a/Dark Elves.cat b/Dark Elves.cat
index a2d7610..42160fe 100644
--- a/Dark Elves.cat
+++ b/Dark Elves.cat
@@ -99,6 +99,9 @@
+
+
+
@@ -335,6 +338,9 @@
+
+
+
@@ -870,6 +876,9 @@
+
+
+
@@ -886,6 +895,9 @@
+
+
+
@@ -1300,6 +1312,9 @@ If a unit in which a Khainite Assassin is hiding is destroyed or flees the battl
+
+
+
@@ -1433,6 +1448,9 @@ If a unit in which a Khainite Assassin is hiding is destroyed or flees the battl
+
+
+
@@ -1487,6 +1505,9 @@ If a unit in which a Khainite Assassin is hiding is destroyed or flees the battl
+
+
+
@@ -1495,6 +1516,9 @@ If a unit in which a Khainite Assassin is hiding is destroyed or flees the battl
+
+
+
@@ -1560,6 +1584,9 @@ If a unit in which a Khainite Assassin is hiding is destroyed or flees the battl
+
+
+
@@ -1714,6 +1741,9 @@ A model wielding a dread halberd cannot make a supporting attack during a turn i
+
+
+
@@ -1853,6 +1883,9 @@ A model wielding a dread halberd cannot make a supporting attack during a turn i
+
+
+
@@ -2033,6 +2066,9 @@ A model wielding a dread halberd cannot make a supporting attack during a turn i
+
+
+
Special
@@ -2137,6 +2173,9 @@ A model wielding a dread halberd cannot make a supporting attack during a turn i
+
+
+
@@ -2253,6 +2292,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2297,6 +2339,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2385,6 +2430,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2478,6 +2526,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2652,6 +2703,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2772,6 +2826,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2800,6 +2857,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2876,6 +2936,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2906,6 +2969,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -2981,6 +3047,9 @@ A model equipped with a lash & buckler improves its armour value by 1.
+
+
+
@@ -3021,6 +3090,9 @@ target’s Toughness with its Initiative.
+
+
+
@@ -3116,6 +3188,9 @@ In combat, this model must make each attack granted by the Extra Attacks (+remai
+
+
+
@@ -3264,6 +3339,9 @@ Note that this modifier is not cumulative
+
+
+
@@ -3316,6 +3394,14 @@ Note that this modifier is not cumulative
+
+
+ 48"
+ 6
+ -3
+ Cumbersome, Move or Shoot, Multiple Wounds (2), Rapid Fire, Through & Through
+
+
@@ -3444,6 +3530,9 @@ Note that this modifier is not cumulative
+
+
+
Special
@@ -3549,6 +3638,9 @@ In combat, this model must make each attack granted by the Extra Attacks (+remai
+
+
+
@@ -3656,6 +3748,9 @@ Note that this modifier is not cumulative
+
+
+
@@ -3704,6 +3799,9 @@ Note that this modifier is not cumulative
+
+
+
@@ -3794,6 +3892,9 @@ Note that this modifier is not cumulative
+
+
+
@@ -3824,6 +3925,9 @@ Note that this modifier is not cumulative
+
+
+
@@ -3877,6 +3981,9 @@ During the Shooting phase, one of the Beastmaster Crew may fire this weapon inst
+
+
+
@@ -3907,6 +4014,9 @@ During the Shooting phase, one of the Beastmaster Crew may fire this weapon inst
+
+
+
@@ -3998,6 +4108,9 @@ Effect: Until your next Start of Turn sub-phase, this model and every friendly D
+
+
+
diff --git a/Dwarfen Mountain Holds.cat b/Dwarfen Mountain Holds.cat
index b638ab0..b0b9429 100644
--- a/Dwarfen Mountain Holds.cat
+++ b/Dwarfen Mountain Holds.cat
@@ -1,14 +1,83 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
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+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -172,6 +241,18 @@
Special
+
+
+
+
+
+
+
+
+
+
+
+
Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
@@ -180,10 +261,10 @@
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -342,13 +423,20 @@
+
+
+
+
+
+
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -516,13 +604,20 @@
+
+
+
+
+
+
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -559,6 +654,28 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. In addition, any Dwarf Engineer may be upgraded to an Expeditionary Marksman for +10 points.
+
+
+
+
+
+
+
@@ -691,12 +808,19 @@
Rare
+
+
+
+
+
+
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -889,15 +1013,39 @@
Core
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -1089,6 +1237,7 @@
+ Grand Army
@@ -1096,9 +1245,15 @@
-
-
-
+
+
+
+
+
+
+
+
+
@@ -1125,10 +1280,10 @@
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -1295,6 +1450,7 @@
+ Grand Army
@@ -1311,6 +1467,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -1343,8 +1509,8 @@
-
-
+
+
@@ -1489,6 +1655,20 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1504,6 +1684,23 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1532,8 +1729,8 @@
-
-
+
+
@@ -1690,6 +1887,20 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1705,11 +1916,12 @@
- Core
+ 0-1 Grand Army Core
-
+
+
@@ -1724,10 +1936,10 @@
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -1902,6 +2114,11 @@
+
+
+
+
+
@@ -1939,8 +2156,8 @@
-
-
+
+
@@ -2033,6 +2250,11 @@
+
+
+
+
+
@@ -2064,8 +2286,8 @@
-
-
+
+
@@ -2187,8 +2409,8 @@
-
-
+
+
@@ -2283,6 +2505,36 @@
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
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+
+
@@ -2309,8 +2561,8 @@
-
-
+
+
@@ -2372,6 +2624,14 @@
+
+
+
+
+
+
+
+
@@ -2387,6 +2647,36 @@
+
+
+
+
+
+
+
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+
+
+
+
+
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+
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+
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+
+
@@ -2413,8 +2703,8 @@
-
-
+
+
@@ -2471,6 +2761,14 @@
+
+
+
+
+
+
+
+
@@ -2486,6 +2784,13 @@
+
+
+
+
+
+
+
@@ -2493,7 +2798,7 @@
4
5
4
- 1
+ 4
2
2
2
@@ -2517,8 +2822,8 @@
-
-
+
+
@@ -2552,6 +2857,26 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. In addition, any Dwarf Engineer may be upgraded to an Expeditionary Marksman for +10 points.
+
+
+
+
+
+
@@ -2599,6 +2924,15 @@
+
+
+
+
+
+
+
+
+
@@ -2614,6 +2948,19 @@
+ Special Grand Army
+
+
+
+
+
+
+
+
+
+
+
+
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack
@@ -2622,10 +2969,10 @@
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -2801,6 +3148,13 @@
+
+
+
+
+
+
+
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.
@@ -2809,10 +3163,10 @@
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -2986,13 +3340,20 @@
+
+
+
+
+
+
+
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -3166,6 +3527,19 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+ Special
+
+
+
+
+
+
+
+
+
+
+
+
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness.
@@ -3173,10 +3547,10 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
+
Magic Resistance(-1)
-
+
Hatred (Orcs & Goblins)
@@ -3218,6 +3592,9 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
@@ -3317,6 +3694,13 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
+
+
+
+
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.
@@ -3444,6 +3828,13 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
+
+
+
+
@@ -3607,8 +3998,8 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
+
+
@@ -3686,8 +4077,8 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
+
+
@@ -3722,6 +4113,11 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
+
+
@@ -3765,8 +4161,8 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
+
+
@@ -3796,6 +4192,11 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
+
+
@@ -3839,8 +4240,8 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
+
+
@@ -3863,6 +4264,11 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
+
+
+
+
+
@@ -3906,8 +4312,8 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
+
+
@@ -3918,55 +4324,3309 @@ A unit of Miners held in reserve that include a Prospector equipped with a steam
-
-
-
+
+ Mercenary
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
-
+
-
-
-
- A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
+ 3
+ 5
+ 0
+ 5
+ 4
+ 2
+ 3
+ 2D3
+ 10
+
+
+
+ Heavy Infantry (character)
+
+
+ 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.
+
+
+ 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.
+
+
+ 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.
+
+
+ At the end of the battle, a Doomseeker that has been slain is wirth 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.
+
+
+ A hand weapon carried by a model with this special rule has an Armor Piercing characteristic of -1.
+
+
+ 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).
+
+
-
- Multiple Wounds (D6)
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 6
+ 4
+ 4
+ 5
+ 3
+ 3
+ 3
+ 10
+
+
+
+ Heavy Infantry (Named Character)
+
+
+
+
+ Combat
+ +2
+ -1
+ Armour Bane (1), Magical Attacks
+
+Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
+
+
+
+
+ 5+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 9
+ 4
+ 4
+ 6
+ 3
+ 5
+ 4
+ 10
+
+
+
+ Heavy Infantry (Named Character)
+
+
+
+
+ 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.
+
+
+
+
+ Combat
+ +2
+ -3
+ Magical Attacks, Monster Slayer
+
+
+
+
+
+ When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's toughness.
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 5
+ 4
+ 4
+ 2
+ 2
+ 3
+ 10
+
+
+
+ Heavy Infantry (Named Character)
+
+
+
+
+ Combat
+ 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.
+ -2
+ Flaming Attacks
+
+
+
+
+ 10"
+ 3
+ -2
+ Armour Bane (1)
+
+If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
+
+
+
+
+
+ During deployment, you may "Entrench" a single non-character model whose troop type is 'war machine' and a single unit of Quarrelers 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.
+
+
+ Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrelers, 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.
+
+
+ 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'.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 5
+ 4
+ 4
+ 2
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry (Character)
+
+
+
+
+
+ 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.
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. In addition, any Dwarf Engineer may be upgraded to an Expeditionary Marksman for +10 points.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Grand Army Rare
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 3-
+ -
+ 4
+ 5
+ 3
+ -
+ -
+ -
+ 5+
+
+
+ Light Chariot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 2
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ -
+ 3
+ -
+ -
+ 3
+ 1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Dwarf unit that is within 3" of a friendly Miner's Card 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 (see page 26 of Forces of Fantasy). 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Grand Rare
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ 6
+ 3
+ -
+ -
+ -
+
+
+
+ War Machine
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 3
+ 2
+ 3
+ 10
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ +2
+ -3
+ Requires Two Hands, Strike Last
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Special
+
+
+
+
+
+
+
+
+
+ Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+ 4
+ 4
+ 4
+ 4
+ 3
+ 2
+ 2
+ 9
+
+
+
+ Monsterous Cavalry
+
+
+
+
+ 24"
+ 4
+ -1
+ Armor Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan
+
+
+
+
+
+
+
+
+
+
+ 3
+ 7
+ 4
+ 4
+ 5
+ 3
+ 4
+ 4
+ 10
+
+
+
+ Heavy Infantry (Character)
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ -
+ 4
+ -
+ (+3)
+ 2
+ 3
+ -
+
+
+
+ Heavy Infantry
+
+
+
+
+
+ A model with Shieldbearers consists of not one, but four models - the character and three loyal retainers - occupying a single base and adcting 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan Core
+
+
+
+
+
+
+
+
+
+ Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
+
+
+
+
+
+
+ Magic Resistance(-1)
+
+
+ Hatred (Orcs & Goblins)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan Special
+
+
+
+
+
+
+
+
+
+
+ -
+ 3-
+ -
+ 4
+ 5
+ 3
+ -
+ -
+ -
+ 5+
+
+
+ Light Chariot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 2
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ -
+ 3
+ -
+ -
+ 3
+ 1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan Rare
+
+
+
+
+
+
+
+
+
+ This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack
+
+
+
+
+
+
+ Magic Resistance(-1)
+
+
+ Hatred (Orcs & Goblins)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan/Expeditionary Force Mercenary
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ 6
+ 3
+ -
+ -
+ -
+
+
+
+ War Machine
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 3
+ 2
+ 3
+ 10
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+ 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.
+
+
+
+
+
+
+ Magic Resistance(-1)
+
+
+ Hatred (Orcs & Goblins)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 3
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+ Combat
+ S+2
+ -2
+ Armor Bane (2), Magical Attacks, Requires Two Hands
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 3
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Royal Clan Ungrim Ironfist
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 0
+ 5
+ 4
+ 2
+ 3
+ 2D3
+ 10
+
+
+
+ Heavy Infantry (character)
+
+
+
+
+
+ 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.
+
+
+ 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.
+
+
+ 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.
+
+
+ At the end of the battle, a Doomseeker that has been slain is wirth 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.
+
+
+ A hand weapon carried by a model with this special rule has an Armor Piercing characteristic of -1.
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Core Royal Clan Ungrim Ironfist
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness.
+
+
+
+
+
+ Magic Resistance(-1)
+
+
+ Hatred (Orcs & Goblins)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 10
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 3
+ 2
+ 10
+
+
+
+
+
+
+
+
+
+ Any model with this special rule can issue and accept challenges in the same manner as a character.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rare Expeditionary Force
+
+
+
+
+
+
+
+
+
+
+
+
+ When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness.
+
+
+
+
+
+ Magic Resistance(-1)
+
+
+ Hatred (Orcs & Goblins)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 10
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 3
+ 4
+ 4
+ 1
+ 3
+ 2
+ 10
+
+
+
+
+
+
+
+
+
+ Any model with this special rule can issue and accept challenges in the same manner as a character.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Expeditionary Force Core
+
+
+
+
+
+
+
+
+
+
+ -
+ 3-
+ -
+ 4
+ 5
+ 3
+ -
+ -
+ -
+ 5+
+
+
+ Light Chariot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 2
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ -
+ 3
+ -
+ -
+ 3
+ 1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+ Any Dwarf unit that is within 3" of a friendly Miner's Card 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 (see page 26 of Forces of Fantasy). 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Core
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+ 4
+ 4
+ 4
+ 4
+ 3
+ 2
+ 2
+ 9
+
+
+
+ Monsterous Cavalry
+
+
+
+
+ 24"
+ 4
+ -1
+ Armor Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Mercenary
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 0
+ 5
+ 4
+ 2
+ 3
+ 2D3
+ 10
+
+
+
+ Heavy Infantry (character)
+
+
+
+
+
+ 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.
+
+
+ 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.
+
+
+ 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.
+
+
+ At the end of the battle, a Doomseeker that has been slain is wirth 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.
+
+
+ A hand weapon carried by a model with this special rule has an Armor Piercing characteristic of -1.
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 5
+ 4
+ 5
+ 2
+ 2
+ 3
+ 10
+
+
+
+ Heavy Infantry (named character)
+
+
+
+
+ Combat
+ +2
+ -2
+ Armour Bane(1), Magical Attacks
+Prince Ulther may re-roll a single roll To Hit of a natural 1 made during the Combat phase while wielding the Dragonblade.
+The Dragonblade also grants the wielder a +1 modifier to their Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 4
+ 3
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
+
+
+
+
+
+ Multiple Wounds (D6)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
@@ -4111,7 +7771,7 @@ Special Rules - Magical Attacks, Move & Shoot, Quick Shot
- For each Rune of Fury inscribed upon a weapon, its weilder has a +1 modifier to their Attacks characteristic.
+ For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
@@ -4129,7 +7789,7 @@ Special Rules - Magical Attacks, Move & Shoot, Quick Shot
- For each Grudge Rune inscribed upon a weapon, its weilder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
+ 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.
@@ -4700,6 +8360,275 @@ Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wi
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo gains the Hatred(all enemies) special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Toughness characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has the Flaming Attacks special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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 (see page 223 of the Warhammer: the Old World rulebook).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with this rune does not suffer any negative To Hit modifiers.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with this rune gains the Flaming Attacks special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with this rune gains the Magical Attacks special rule.
+
+
+
+
+
+
+
@@ -4787,6 +8716,33 @@ Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wi
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Empire Of Man.cat b/Empire Of Man.cat
index c59e7c7..d94bfe6 100644
--- a/Empire Of Man.cat
+++ b/Empire Of Man.cat
@@ -4463,366 +4463,1012 @@ Note also that the effects of these Prayers on friendly units are not cumulative
-
-
-
+
-
+
-
+
- -
- -
- -
+ 3
+ 5
+ 0
5
- 5
- 5
- -
- -
- -
- 4+
+ 4
+ 2
+ 3
+ 2D3
+ 10
+
- Heavy Chariot
+ Heavy Infantry (character)
-
- 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.
+
+ 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.
-
- 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.
+
+ 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.
-
- All Wizards within this model's Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
+
+ 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.
+
+
+ At the end of the battle, a Doomseeker that has been slain is wirth 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.
+
+
+ A hand weapon carried by a model with this special rule has an Armor Piercing characteristic of -1.
+
+
+ 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).
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
-
+
+
+
+
+
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 6
- 5
- -
- 5
- (+1)
- (+3)
- 5
- 4
- -
-
-
-
- Monsterous Creature
-
-
-
-
- Combat
- As user
- -2
-
-
-
-
-
- Combat
- As user
-
- Armour Bane (2), Multiple Wounds (2)
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has the Flaming Attacks special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
-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.
-
-
-
-
-
-
-
-
-
-
-
-
+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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Toughness characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo gains the Hatred(all enemies) special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
- 6
- 5
- -
- 6
- (+1)
- (+4)
- 4
- 4
- -
-
-
-
- Monsterous Creature
-
-
-
-
- Combat
- As user
- -2
-
-
-
-
-
- Combat
- As user
-
- Armour Bane (2), Multiple Wounds (2)
-
-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.
-
-
-
+
+
+
+
+
+
+ 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).
+
+
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
+
-
+
-
-
- An Imperial Griffon with Two Heads gains a +1 modifier to its Attacks characteristic.
-
-
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 8
- 3
- -
- 4
- -
- (+1)
- 4
- 2
- -
-
-
-
- Monsterous Cavalry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Combat
- As user
- -2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
-
+
-
-
-
- Combat
- As user
- -2
- Magical Attacks, Strike First
-
-When making a roll To Wound for a hit caused with Runefang, a roll of 2+ is always a success, regardless of the target's Toughness.
-
-
-
-
-
+
+
+ A hand weapon carried by a model with this special rule has an Armor Piercing characteristic of -1.
+
+
+ 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 5
+ 5
+ 4
+ 5
+ 2
+ 2
+ 3
+ 10
+
+
+
+ Heavy Infantry (named character)
+
+
+
+
+ Combat
+ +2
+ -2
+ Armour Bane(1), Magical Attacks
+Prince Ulther may re-roll a single roll To Hit of a natural 1 made during the Combat phase while wielding the Dragonblade.
+The Dragonblade also grants the wielder a +1 modifier to their Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 4
+ 3
+ 4
+ 1
+ 2
+ 2
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 4
+ 3
+ 3
+ 4
+ 1
+ 2
+ 1
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
-
-
+
-
-
- Combat
- As user
-
- Magical Attacks
-
-
-
+
- Combat
- 10
- -5
- Magical Attacks, Multiple Wounds (D6), Requires Two Hands
-
-The wielder of the Mace of Helsturm, when used Double-handed, can only make a single attack, regardless of their Attacks characteristic.
+ -
+ -
+ -
+ 5
+ 5
+ 5
+ -
+ -
+ -
+ 4+
+
+
+ Heavy Chariot
+
+
+ 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.
+
+
+ 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.
+
+
+ All Wizards within this model's Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
+
-
+
+
+ 6
+ 5
+ -
+ 5
+ (+1)
+ (+3)
+ 5
+ 4
+ -
+
+
+
+ Monsterous Creature
+
+
+
Combat
As user
- -1
- Armour Bane (1), Magical Attacks, Multiple Wounds (2)
-
-The wielder of the Sword of Justice may re-roll any failed rolls To Wound
+ -2
+
-
-
-
-
-
-
-
-
-
-
-
-
+
- 36"
- 6
- -2
- Magical Attacks, Multiple Wounds (2)
+ Combat
+ As user
+
+ Armour Bane (2), Multiple Wounds (2)
+
+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.
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
+
-
+
- 5+
- 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.
+ 6
+ 5
+ -
+ 6
+ (+1)
+ (+4)
+ 4
+ 4
+ -
+
+
+
+ Monsterous Creature
+
+
+
+
+ Combat
+ As user
+ -2
+
+
+
+
+
+ Combat
+ As user
+
+ Armour Bane (2), Multiple Wounds (2)
+
+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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An Imperial Griffon with Two Heads gains a +1 modifier to its Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8
+ 3
+ -
+ 4
+ -
+ (+1)
+ 4
+ 2
+ -
+
+
+
+ Monsterous Cavalry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -2
+ Magical Attacks, Strike First
+
+When making a roll To Wound for a hit caused with Runefang, a roll of 2+ is always a success, regardless of the target's Toughness.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+
+ Magical Attacks
+
+
+
+
+ Combat
+ 10
+ -5
+ Magical Attacks, Multiple Wounds (D6), Requires Two Hands
+
+The wielder of the Mace of Helsturm, when used Double-handed, can only make a single attack, regardless of their Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -1
+ Armour Bane (1), Magical Attacks, Multiple Wounds (2)
+
+The wielder of the Sword of Justice may re-roll any failed rolls To Wound
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 6
+ -2
+ Magical Attacks, Multiple Wounds (2)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5+
+ 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.
@@ -5135,6 +5781,449 @@ Note that this is a modifier to the result of a roll - it does not negate a roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For each Grudge Rune inscribed upon a weapon, its weilder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ No armor 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).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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):
+R - 12"
+S - As user
+AP -
+Special Rules - Magical Attacks, Move & Shoot, Quick Shot
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
+
+
+
+
+
+ Multiple Wounds (D6)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Strike First
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armor Piercing characteristic is improved by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For each Rune of Fury inscribed upon a weapon, its weilder has a +1 modifier to their Attacks characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grugni 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune og hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A unit carrying a standard inscribed with Strollaz' Rune gains the Vanguard special rule.
+
+
+
+
+
+
+
+
+
diff --git a/High Elf Realms.cat b/High Elf Realms.cat
index 63aac67..e3a7c77 100644
--- a/High Elf Realms.cat
+++ b/High Elf Realms.cat
@@ -2227,12 +2227,12 @@ In combat, this model must make one of its attacks each turn with this weapon.
-
+
- 24"
- 5
- -2
- Cumbersome, Multiple Wounds (D3)
+ 48"
+ 6
+ -3
+ Cumbersome, Move or Shoot, Multiple Wounds (2), Rapid Fire, Through & Through
diff --git a/Kingdom Of Bretonnia.cat b/Kingdom Of Bretonnia.cat
index 2ffbb07..21ab822 100644
--- a/Kingdom Of Bretonnia.cat
+++ b/Kingdom Of Bretonnia.cat
@@ -1163,7 +1163,7 @@ Enemy units can charge the front of a unit equipped with defensive stakes as nor
-
+
@@ -1955,7 +1955,7 @@ Note that when the Green Knight appears within a natural terrain feature, he mus
-
+
@@ -2035,7 +2035,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -2637,7 +2637,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -2735,7 +2735,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -2873,7 +2873,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -3125,7 +3125,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -3639,7 +3639,7 @@ A model wielding a polearm cannot make a supporting attack during a turn in whic
-
+
@@ -3719,7 +3719,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4217,7 +4217,7 @@ A model armed with a blunderbuss suffers no negative modifiers for firing at lon
-
+
@@ -4298,7 +4298,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4327,7 +4327,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4407,7 +4407,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4492,7 +4492,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4509,7 +4509,7 @@ The Grail Reliquae counts as both a standard bearer and a musician for its unit.
-
+
@@ -4601,7 +4601,7 @@ In combat, this model must make one of its attacks each turn with this weapon.
-
+
@@ -4681,7 +4681,7 @@ In combat, this model must make one of its attacks each turn with this weapon.
- A mode iwht this Virtue gains the Impetuous special rule. in addition, this model (and its unit) increase its maximum possibly charge range by 3". Finally, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result.
+ A mode with this Virtue gains the Impetuous special rule. In addition, this model (and its unit) increase 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.
@@ -4944,7 +4944,7 @@ The Crusader’s Lance may only be taken by a model in an Errantry Crusade Army
-
+
@@ -5049,6 +5049,9 @@ Any enemy model that suffers one or more unsaved wounds from the Foebreaker must
+
+
+
diff --git a/Orc Goblin Tribes.cat b/Orc Goblin Tribes.cat
index bad32cb..549b270 100644
--- a/Orc Goblin Tribes.cat
+++ b/Orc Goblin Tribes.cat
@@ -1,10 +1,76 @@
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -293,6 +359,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -517,6 +593,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -574,8 +660,24 @@
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -639,6 +741,7 @@
+
@@ -673,6 +776,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -730,8 +843,16 @@
-
-
+
+
+
+
+
+
+
+
+
+
@@ -818,6 +939,7 @@
+
@@ -833,6 +955,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -1030,6 +1162,13 @@
+
+
+
+
+
+
+
@@ -1227,6 +1366,18 @@
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1286,6 +1437,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -1364,8 +1525,16 @@
+
+
+
+
+
+
+
+
@@ -1479,6 +1648,16 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
@@ -1594,6 +1773,14 @@ Note that this modifier is not cumulative.
+ Special
+
+
+
+
+
+
+
@@ -1683,6 +1870,14 @@ Note that this modifier is not cumulative.
+ Special
+
+
+
+
+
+
+
@@ -1772,6 +1967,14 @@ Note that this modifier is not cumulative.
+ Special
+
+
+
+
+
+
+
@@ -1863,6 +2066,22 @@ Note that this modifier is not cumulative.
+ Special
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1941,7 +2160,7 @@ Note that this modifier is not cumulative.
-
+
@@ -1996,6 +2215,24 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2278,7 +2515,7 @@ Note that this modifier is not cumulative.
-
+
@@ -2289,7 +2526,7 @@ Note that this modifier is not cumulative.
-
+
@@ -2300,6 +2537,24 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2336,6 +2591,18 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2407,6 +2674,16 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
@@ -2529,6 +2806,21 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -2615,6 +2907,9 @@ Note that this modifier is not cumulative.
+
+
+
@@ -2622,6 +2917,14 @@ Note that this modifier is not cumulative.
+ Special
+
+
+
+
+
+
+
@@ -2708,6 +3011,13 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
@@ -2797,6 +3107,16 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
@@ -2899,6 +3219,16 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
@@ -2994,6 +3324,16 @@ Note that this modifier is not cumulative.
+
+
+
+
+
+
+
+
+
+
@@ -3096,6 +3436,16 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+
+
+
+
+
+
+
+
+
@@ -3237,8 +3587,16 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
-
-
+
+
+
+
+
+
+
+
+
+
@@ -3254,6 +3612,9 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+ Waaagh! Black Orc
+
@@ -3287,6 +3648,37 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+
+
+
+
+
+
+
+ Black Orc Warboss
+
+
+ Orc Warboss
+
+
+ Black Orc Bigboss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -3337,8 +3729,16 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+
+
+
+
+
+
+
@@ -3452,8 +3852,24 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -3478,6 +3894,36 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+
+
+
+
+
+
+ Black Orc Big Boss
+
+
+ Orc Big Boss
+
+
+ Black Orc Warboss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -3528,8 +3974,16 @@ Should you choose to fire a Doom Diver catapult indirectly, the skill of the cre
+
+
+
+
+
+
+
+
@@ -3616,7 +4070,11 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
@@ -3655,8 +4113,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
@@ -3716,6 +4182,18 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
@@ -3789,7 +4267,11 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
@@ -3828,8 +4310,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
@@ -3890,10 +4380,22 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -3945,8 +4447,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
-
+
+
+
+
+
+
+
+
+
+
@@ -3963,6 +4473,9 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+ Waaagh! Black Orc
+
@@ -3989,6 +4502,26 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4039,8 +4572,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
@@ -4054,6 +4595,18 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4101,8 +4654,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
-
+
+
+
+
+
+
+
+
+
+
@@ -4255,8 +4816,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
-
+
+
+
+
+
+
+
+
+
+
@@ -4275,6 +4844,26 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4325,8 +4914,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
@@ -4340,6 +4937,18 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4387,8 +4996,16 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
-
+
+
+
+
+
+
+
+
+
+
@@ -4470,6 +5087,18 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4508,7 +5137,11 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
@@ -4571,6 +5204,18 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4609,7 +5254,11 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
@@ -4709,13 +5358,37 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4764,11 +5437,31 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4818,13 +5511,37 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4873,11 +5590,31 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -4890,7 +5627,7 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
@@ -4929,7 +5666,7 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
Combat
+2
@@ -4937,7 +5674,7 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
Armor Bane (2), Magical Attacks
-
+
Combat
As user
@@ -4945,17 +5682,17 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
Armor Bane (2), Magical Attacks, Multiple Wounds
-
+
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.
-
+
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 applu 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 armies this turn as reinforcements or is delayed.
-
+
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.
@@ -4981,7 +5718,14 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
-
+
+
+
+
+
+
+
+
@@ -5009,7 +5753,7 @@ Note that, for the purposes of this rule, a unit of Orcs is considered to be any
Ogdruz Swampdigga has the Regeneration (5+) and Flammable special rules.
-
+
Combat
+2
@@ -5021,13 +5765,13 @@ For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wou
-
+
Unless he is fleeing, friendly Troll Mobs within Ogdruz's Command range may use his Leadership characteristic instead of their own.
-
+
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.
-
+
This model cannot be targeted by enemy shooting or by enemy speells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
@@ -5087,7 +5831,20 @@ For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wou
-
+
+ Rare
+
+
+
+
+
+
+
+
+
+
+
+
@@ -5117,7 +5874,7 @@ For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wou
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 hit automatically.
-
+
N/A
3
@@ -5129,7 +5886,7 @@ Any unit that suffers one or more unsaved wounds from this weapon must make a Pa
-
+
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.
@@ -5137,7 +5894,7 @@ Any unit that suffers one or more unsaved wounds from this weapon must make a Pa
Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound.
-
+
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:
@@ -5147,7 +5904,7 @@ D6:
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.
-
+
Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
@@ -5239,102 +5996,77 @@ D6:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
-
- Combat
- As user
- -2
- -
-
-
-
-
- Combat
- As user
- -
- Poisoned Attacks, Strike First
-
-In combat, this model must make one of its attacks each turn with this weapon.
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
-
-
-
- Combat
- As user
- -2
- Multiple Wounds (D6), Poisoned Attacks, Strike First
-
-
-
+
+ Rare
+
+
+
+
+
+
+
-
-
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
+
+
-
+
-
- 2
+ 4
3
- 3
- -
+ 4
+ 4
-
3
1
- 7
+ 8
@@ -5343,110 +6075,101 @@ In combat, this model must make one of its attacks each turn with this weapon.
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
-
-
-
- 12-48"
- 2(4)
- -(-1)
- Bombardment, Cumbersome
-
-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 the Misfire table).
-
-
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Combat
As user
- -1
- Armor Bane (1), Killing Blow
+ -2
+ Multiple Wounds (D6), Poisoned Attacks, Strike First
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
-
+
-
-
+
+
-
+
-
- 3
+ 2
3
3
-
@@ -5462,335 +6185,2245 @@ This weapon shoots like a stone thrower, using the 'Bombardment' speci
-
-
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
-
-
-
-
-
-
-
+
-
+
-
-
-
+
+
+
+ 12-48"
+ 2(4)
+ -(-1)
+ Bombardment, Cumbersome
+
+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 the Misfire table).
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
+
-
+
+ Character
+
+
+
+
+
+
+
+
+
+
+ 5
+ 2
+ 2
+ 6
+ 5
+ 6
+ 2
+ 3
+ 8
+
+
+
+ Behemoth (Character)
+
+
+
+
+ Combat
+ 3
+ -2
+ 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 hit automatically.
+
+
+
+
+ N/A
+ 3
+ -2
+ Breath Weapon
+
+Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
+
+
+
+
+
+ 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.
+
+
+ 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:
+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.
+
+
+ Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
+
+
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
-
-
+
+
-
-
-
-
+
+
+
+
+
+
-
+
-
+
+
+
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Core Troll Horde
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
- -
- 2
- 3
- 3
- -
- -
- 3
- 1
- 6
+ 6
+ 3
+ 1
+ 5
+ 4
+ 3
+ 2
+ 3
+ 4
-
+ Monsterous Infantry
+
+
+
+
+ Combat
+ 3
+ -2
+ 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 hit automatically.
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+ Core Troll Horde
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ 1
+ 5
+ 4
+ 3
+ 1
+ 3
+ 5
+
+
+
+ Monsterous Infantry
+
+
+
+
+ Combat
+ 3
+ -2
+ 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 hit automatically.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+ Core Troll Horde
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 3
+ 1
+ 5
+ 4
+ 4
+ 1
+ 3
+ 4
+
+
+
+ Monsterous Infantry
+
+
+
+
+ Combat
+ 3
+ -2
+ 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 hit automatically.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Nomadic Waaagh! Core
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 2
+ 3
+ 3
+ -
+ -
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Nomadic Waaagh!
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 7
+ 3
+ 5
+ 5
+ 3
+ 6
+ 4
+ 9
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Orc Bogboss
+
+
+ Orc Warboss
+
+
+ Black Orc Big Boss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Nomadic Waaagh!
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 6
+ 3
+ 4
+ 5
+ 2
+ 5
+ 3
+ 8
+
+
+
+ Heavy Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Orc Big Boss
+
+
+ Black Orc Warboss
+
+
+ Orc Warboss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Core
+
+
+
+
+
+
+ Black Orc Warboss
+
+
+ Black Orc Bigboss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 3
+ 4
+ 4
+ -
+ 3
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Nomadic Waaagh! Core
+
+
+
+
+
+
+ Orc Warboss
+
+
+ Orc Bigboss
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 3
+ 3
+ 3
+ 4
+ 1
+ 3
+ 1
+ 6
+
+
+
+ Heavy Cavalry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 3
+ 3
+ 3
+ 4
+ 1
+ 3
+ 2
+ 7
+
+
+
+ Heavy Cavalry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -2
+ -
+
+
+
+
+ Combat
+ As user
+ -
+ Poisoned Attacks, Strike First
+
+In combat, this model must make one of its attacks each turn with this weapon.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -2
+ Multiple Wounds (D6), Poisoned Attacks, Strike First
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 2
+ 3
+ 3
+ -
+ -
+ 3
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12-48"
+ 2(4)
+ -(-1)
+ Bombardment, Cumbersome
+
+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 the Misfire table).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ As user
+ -1
+ Armor Bane (1), Killing Blow
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 3
+ 3
+ 3
+ -
+ -
+ 3
+ 1
+ 7
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 2
+ 3
+ 3
+ -
+ -
+ 3
+ 1
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ +2
+ -2
+ Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last
+
+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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ +1
+ -1
+ Armor Bane (1), Magical Attacks
+
+Models whose troop type is 'cavalry' or 'chariot' only. This weapon's Strength and Armor Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ +1
+ -2
+ Magical Attacks
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Combat
+ 10
+ -3
+ Magical Attacks, Strike First
+
+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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +1
+ May be work with other Armour. The wearer has the Regeneration (5+) special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5+
+ The wearer of the Armour of Mork gains Magic Resistance (-2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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'.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A unit carrying Guff's Windy Banner may re-roll any failed Panic test.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ During the Command sub-phase of their turn, a character wearing the Big Boss ’Atthat 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.
+
+
+
+
+
+
+
+
+
+
+
+ An 'Eadbuttin' 'At gives its wearer the Impact Hits (1) special rule. This Impact Hit has the Armor Piercing characteristic of -2.
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
-
+
-
-
+
+
-
+
+
+ Once per turn, the bearer of the Buzgob's Knobbly Staff may re-roll a Casting roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Combat
+2
-2
- Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last
-
-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.
+ Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last
+
+
+
+
+
+
-
+
-
+
-
-
+
+
-
+
Combat
+1
- -1
- Armor Bane (1), Magical Attacks
+ -2
+ Magical Attacks, Requires Two Hands
-Models whose troop type is 'cavalry' or 'chariot' only. This weapon's Strength and Armor Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.
+The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.
-
+
-
+
-
-
+
+
-
+
Combat
+1
- -2
- Magical Attacks
+ -
+ Armour Bane (1), Magical Attacks
+
+The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. Howeber, this weapon's Strength modifier only applies during the first round of combat.
-
+
-
+
-
-
+
-
+
Combat
- 10
- -3
- Magical Attacks, Strike First
+ +1
+ -1
+ Magical Attacks
-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.
+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.
-
+
-
+
-
+
+
-
+
- +1
- May be work with other Armour. The wearer has the Regeneration (5+) special rule.
+ 4+
+ 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.
-
-
-
-
+
-
+
-
-
+
+
-
+
- 5+
- The wearer of the Armour of Mork gains Magic Resistance (-2).
+ +1
+ TheSpiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or ToWound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of-.
-
-
-
-
+
-
+
-
-
+
+
-
+
- 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.
+ The brearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
-
+
-
+
-
-
+
+
-
+
- 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'.
+ Any model that directs its attacks agains tthe bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
-
+
-
+
-
-
+
+
-
+
- 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.
+ A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
+
+
+
-
+
-
+
-
-
+
+
-
+
- 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.
+ 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.
-
+
-
+
-
-
+
+
-
+
- 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.
+ 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.
-
+
-
+
-
-
+
+
-
+
- A unit carrying Guff's Windy Banner may re-roll any failed Panic test.
+ A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
@@ -5798,15 +8431,15 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
-
+
-
-
+
+
-
+
- During the Command sub-phase of their turn, a character wearing the Big Boss ’Atthat 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.
+ 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.
@@ -5814,76 +8447,180 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
-
+
+
+
+
+
-
+
- An 'Eadbuttin' 'At gives its wearer the Impact Hits (1) special rule. This Impact Hit has the Armor Piercing characteristic of -2.
+ 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).
-
+
-
+
+
+
+
+
-
+
- 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.
+ The wearer of DaThinkin’ 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.
-
+
-
+
-
-
+
+
-
+
- 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.
+ Thebearer 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.
-
+
-
+
-
-
+
+
-
+
- Once per turn, the bearer of the Buzgob's Knobbly Staff may re-roll a Casting roll.
+ Thebearer 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.
-
+
-
+
-
-
+
+
-
+
- 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.
+ Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally knowspells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 3
+ 4
+ 4
+ -
+ 3
+ 1
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -5901,6 +8638,8 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
+
@@ -5916,6 +8655,8 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
+
@@ -5931,6 +8672,7 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
@@ -5947,6 +8689,10 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
+
+
+
@@ -5971,6 +8717,9 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
+
+
@@ -5982,6 +8731,8 @@ Note that the Glowy Green Amulet cannot be used against a perfect invocation.
+
+
@@ -6032,6 +8783,9 @@ Note that, for the purposes of this rule, an Orc unit is considered to be any un
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 on page 47 of The Ravening Hordes.
+
+ Models with the Regneration (X+) special rule within a Troll Horde army may re-roll any failed Regeneration saves against Wounds caused by non-magical attacks.
+
diff --git a/Tomb Kings Of Khemri.cat b/Tomb Kings Of Khemri.cat
index 8227090..050bcf1 100644
--- a/Tomb Kings Of Khemri.cat
+++ b/Tomb Kings Of Khemri.cat
@@ -96,7 +96,7 @@
-
+
@@ -127,7 +127,7 @@
-
+
@@ -311,7 +311,7 @@
-
+
@@ -473,7 +473,7 @@
-
+
@@ -613,7 +613,7 @@
-
+
@@ -707,7 +707,7 @@
Special
-
+
@@ -826,7 +826,7 @@
-
+
@@ -894,11 +894,11 @@
-
+
-
+
@@ -949,7 +949,7 @@
-
+
@@ -1120,7 +1120,7 @@
-
+
@@ -1251,7 +1251,7 @@
-
+
@@ -1399,7 +1399,7 @@
-
+
@@ -1500,7 +1500,7 @@ When making a To Wound for an attack made with this weapon, substitute the targe
-
+
@@ -1719,7 +1719,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -1791,7 +1791,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -1860,7 +1860,7 @@ This model may make one additional attack each turn with this weapon.
-
+
@@ -1960,7 +1960,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -2061,7 +2061,7 @@ Note, however, that this bonus does not apply to any Bound spells cast by a Cask
-
+
@@ -2130,7 +2130,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -2394,7 +2394,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -2656,7 +2656,7 @@ For example: Your army’s Hierophant is destroyed during your opponent’s Shoo
-
+
@@ -2837,7 +2837,7 @@ For example: Your army’s Hierophant is destroyed during your opponent’s Shoo
-
+
@@ -3012,7 +3012,7 @@ Note that this is not cumulative with the Indomitable (X) special rule. If a uni
-
+
@@ -3175,7 +3175,7 @@ Note that this is not cumulative with the Indomitable (X) special rule. If a uni
-
+
@@ -3360,7 +3360,7 @@ Note that this is not cumulative with the Indomitable (X) special rule. If a uni
-
+
@@ -3486,7 +3486,7 @@ When making a roll To Wound with this weapon, a roll of 4+ is always a success,
-
+
@@ -3555,7 +3555,7 @@ The Flail of Conquered Kings' Strength modifier applies only during the fir
-
+
@@ -3675,7 +3675,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -3713,6 +3713,9 @@ Note that this special rule is not cumulative. In other words, using it more tha
+
+
+
@@ -3812,7 +3815,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -3848,7 +3851,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -3940,7 +3943,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4028,7 +4031,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4199,7 +4202,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4365,7 +4368,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4466,7 +4469,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4616,6 +4619,9 @@ Note that this special rule is not cumulative. In other words, using it more tha
+
+
+
@@ -4636,7 +4642,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4793,6 +4799,9 @@ Note that this special rule is not cumulative. In other words, using it more tha
+
+
+
@@ -4813,7 +4822,7 @@ Note that this special rule is not cumulative. In other words, using it more tha
-
+
@@ -4903,6 +4912,9 @@ Note that this special rule is not cumulative. In other words, using it more tha
+
+
+
@@ -4978,6 +4990,9 @@ Note that this special rule is not cumulative. In other words, using it more tha
+
+
+
Mortuary Cult
@@ -5038,7 +5053,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5091,7 +5106,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5169,7 +5184,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5280,7 +5295,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5355,7 +5370,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5572,7 +5587,7 @@ This model may make one additional attack each turn with this weapon.
-
+
@@ -5662,7 +5677,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -5775,7 +5790,7 @@ In combat, this model may choose to make one of its attacks each turn with this
-
+
@@ -6415,6 +6430,10 @@ Models whose troop type is 'infantry' only. Phakth's Blades of Ju
+
+
+
+
diff --git a/Warhammer The Old World.gst b/Warhammer The Old World.gst
index 8035309..50c2ae2 100644
--- a/Warhammer The Old World.gst
+++ b/Warhammer The Old World.gst
@@ -4,6 +4,8 @@
+
+
@@ -97,7 +99,7 @@
-
+
The Armor Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
@@ -115,12 +117,12 @@
-
+
-
+
6
3
@@ -273,7 +275,7 @@ A model equipped with an Ironfist improves its armor value by 1.
-
+
@@ -1134,15 +1136,31 @@ Note that this is a modifier to the result of a roll - it does not negate a roll
-
+
+ A model with this special rule can Fly. Models that can Fly can choose either to move normally on the ground (using their Movement characteristic), or to move by flying. How many inches a model can Fly varies from model to model, and will be 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.
+
-
+
+ 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 the special rule (shown here as 'X'). Some models hate 'all enemies', meaning they hate all enemy models equally.
+
-
+
+ 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.
+
@@ -1150,7 +1168,11 @@ Note that this is a modifier to the result of a roll - it does not negate a roll
-
+
+ A model with this special rule can make a ‘Regeneration’ save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (shown here as ‘X+’). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.
+
+ Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.
+
@@ -1208,6 +1230,56 @@ Note that a Break test is not a Leadership test.
+
+ A model with this special rule may re-roll any failed rolls To Hit made against any unit from the Orc & Goblin Tribes during the first round of combat.
+
+
+ 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 -1 modifier to their casting roll.
+
+Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
+
+
+ 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 -2 modifier to their casting roll.
+
+Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
+
+
+ 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 -3 modifier to their casting roll.
+
+Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
+
+
+ A model with this special rule can Fly. Models that can Fly can choose either to move normally on the ground (using their Movement characteristic), or to move by flying. This model can fly 10" by flying. 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.
+
+
+ A model with this special rule may re-roll any failed rolls To Hit made against any enemy during the first round of combat.
+
+
+ A model with this special rule can make a ‘Regeneration’ save. The armour value of this unit's Regeneration save is 4+. A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.
+
+ Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.
+
+
+ A model with this special rule can make a ‘Regeneration’ save. The armour value of this unit's Regeneration save is 5+. A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.
+
+ Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.
+
+
+ A model with this special rule can make a ‘Regeneration’ save. The armour value of this unit's Regeneration save is 3+. A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.
+
+ Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.
+
+
+ A model with this special rule can make a ‘Regeneration’ save. The armour value of this unit's Regeneration save is 6+. A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and a Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating the combat result.
+
+ Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.
+