Want to help translate WFB-X into your own language? There are two separate pieces you can contribute -- either one on its own is useful, you don't need to do both.
1. Catalog (Rules, Gear, Lores, Spells)
Short entries -- translate each one's description text. The easier, lower-risk of the two.
The full rulebook chapters as raw HTML. Only translate the readable text --
every HTML tag and attribute must stay exactly as it is, or the page will render wrong.
Bigger and more involved than the Catalog above.
Each file already includes instructions for whoever (or whatever AI) does the translating.
A human reviews every submission before it goes live -- uploading doesn't publish automatically.
Troop Type Key: In = Infantry, MI = Monstrous Infantry, Ca = Cavalry, MC = Monstrous Cavalry, Sw = Swarm, WB = War Beast, MB = Monstrous Beast, Mo = Monster, Ch = Chariot, WM = War Machine, Sh = Shrine.
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest Weapon Skill… Show moreAfter its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest Weapon Skill amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single Strength 3 hit; the model under the template's central hole instead suffers a single Strength 9 hit with the Multiple Wounds (D3) special rule. Other troop types underneath the template are too big to be crushed, and don't suffer any hits. Show less
The Tomb Barque and friendly units within 6" of one or more Tomb Barques have a Ward save (6+).
Wards of the Gods
At the beginning of each of your turns, you may choose one of the following Wards -- each lasts until the beginning of your next turn. Ward of Qu'aph: the Tomb Barque becomes Ethereal. Ward of Sokth:… Show moreAt the beginning of each of your turns, you may choose one of the following Wards -- each lasts until the beginning of your next turn. Ward of Qu'aph: the Tomb Barque becomes Ethereal. Ward of Sokth: enemy units within 12" of the Tomb Barque must re-roll 6's when rolling To Hit in close combat. Ward of Tahoth: all friendly Wizards within 6" gain the Loremaster special rule. Show less
Khepra Beetles
Enemy units in base contact with the Tomb Barque suffer 2D6 Strength 2 hits at the start of each close combat phase.
Optional Companion Units
Skeleton Crew (Tomb Barque)Free
Rules:
Animated Construct, Undead, Fear, Unstable, Arrows of Asaph
If you have a Casket of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 Strength 6… Show moreIf a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 Strength 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal. Show less
Light of Death
Innate (power level 5). The Casket of Souls can use the Light of Death spell as long as the Keeper of the Casket model is alive, and the Casket of Souls has not moved this turn.
Animated Construct, Undead, Fear, Impact Hits (D6), Unstable, Chariot of the Gods
Skeletal Steeds (Chariot)
0
2
0
3
0
0
2
1
5
Saves:
Armour 4+ (Armour of Golden Magnificence), Missile 4+ (Armour of Golden Magnificence), Ward 4+ (Scarab Brooch of Usirian), Magic Resistance (1) (Magic Resistance)
Special Rules:
, , , ,
The Curse (Lord)
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 Strength 2 hits.
Equipment
Blessed Blade of Ptra Magic Item
Strength +1 · Two-handed
Magic Weapon. Polearm. This blade gives Settra the Always Strikes First, Armour Piercing (1) and Flaming Attacks special rules. In addition, a character or monster that suffers one or more unsaved… Show moreMagic Weapon. Polearm. This blade gives Settra the Always Strikes First, Armour Piercing (1) and Flaming Attacks special rules. In addition, a character or monster that suffers one or more unsaved Wounds from the Blessed Blade of Ptra suffers -1 to its rolls To Hit (both shooting and close combat) for the remainder of the game. Show less
Rules:
Always Strikes First — Models with this rule always strike first in close combat, regardless of Initiative. If both sides in the fight have it, the higher Initiative strikes first. If a model's Initiative is higher than… Show moreModels with this rule always strike first in close combat, regardless of Initiative. If both sides in the fight have it, the higher Initiative strikes first. If a model's Initiative is higher than its enemy's, it may also re-roll failed To Hit rolls in that combat. Show less
Armour Piercing (1) — Wounds caused by a model (or weapon) with this rule inflict a further negative armour save modifier, in addition to that for Strength, equal to the bracketed number. Unless specified, only applies to… Show moreWounds caused by a model (or weapon) with this rule inflict a further negative armour save modifier, in addition to that for Strength, equal to the bracketed number. Unless specified, only applies to close combat attacks. Cumulative with other sources of Armour Piercing. Show less
Flaming Attacks — Causes Fear in War Beasts, Cavalry, Chariots and Flammable creatures; a Panic test from a Flaming shooting attack suffers -1 Leadership. Unless stated otherwise, applies to both shooting and close… Show moreCauses Fear in War Beasts, Cavalry, Chariots and Flammable creatures; a Panic test from a Flaming shooting attack suffers -1 Leadership. Unless stated otherwise, applies to both shooting and close combat, but not to spells or magic weapon attacks. Show less
Armour of Golden Magnificence Magic Item
Magic Armour. Heavy armour. This armour save cannot be modified in any way, and may even be taken against mundane attacks that normally do not allow armour saves.
Grants:
Armour 4+ (Armour of Golden Magnificence), Missile 4+ (Armour of Golden Magnificence)
Crown of Nehekhara Magic Item
Enchanted Item. Settra the Imperishable's My Will Be Done special rule affects all friendly Undead units within 8" of him, not just the unit he has joined.
Scarab Brooch of Usirian Magic Item
Talisman. The Scarab Brooch of Usirian grants Settra the Ward Save (4+) and the Magic Resistance (1) special rules.
Rules:
Magic Resistance (1) — Grants a bonus to dispel enemy spells targeting the model directly (not templates placed on it), plus a Ward save against spell damage, based on the bracketed number: (1) = +1 dispel / 6+ Ward, (2) =… Show moreGrants a bonus to dispel enemy spells targeting the model directly (not templates placed on it), plus a Ward save against spell damage, based on the bracketed number: (1) = +1 dispel / 6+ Ward, (2) = +2 / 5+ Ward, (3) = +3 / 4+ Ward. A character with this rule extends it to any unit joined. Multiple sources combine to a maximum of Magic Resistance (3), unless specified. Show less
Grants:
Ward 4+ (Scarab Brooch of Usirian)
Magic
Wizard Level 2
Uses:
Lore of Nehekhara
— The Restless Dead: Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as… Show moreEach time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in the Undead special rule. Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters can only ever recover a single lost Wound in this way per spell. Show less
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
Blessing of Asaph
Any unit of Skeleton Archers joined by High Queen Khalida uses her unmodified Ballistic Skill in place of its own. In addition, all shooting attacks made by this unit have the Poisoned Attacks… Show moreAny unit of Skeleton Archers joined by High Queen Khalida uses her unmodified Ballistic Skill in place of its own. In addition, all shooting attacks made by this unit have the Poisoned Attacks special rule. Show less
Equipment
Venom Staff Magic Item
Arcane Item. (power level 5).
Bound Spell: Venom Staff (bound spell) (Power Level 5, Cast 0+)
— Magic missile with a range of 24". If successfully cast, the target takes 2D6 Strength 4 hits.
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
Magic Weapon. For every unsaved Wound caused by this blade to an enemy in close combat, Arkhan's unit immediately recovers a Wound for each one inflicted, as described in the Undead special rule.
Staff of Nagash Magic Item
Arcane Item. At the end of the opponent's Magic phase, you can store up to three unused dispel dice from your pool in the Staff of Nagash. At the beginning of your next Magic phase, add these dice to… Show moreArcane Item. At the end of the opponent's Magic phase, you can store up to three unused dispel dice from your pool in the Staff of Nagash. At the beginning of your next Magic phase, add these dice to your power dice pool. If Arkhan the Black is removed as a casualty before your next Magic phase, these power dice are lost. Show less
Liber Mortis Magic Item
Arcane Item. Whilst Arkhan the Black has the Liber Mortis his Wizard Level is increased to 5. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a Wizard Level, and therefore… Show moreArcane Item. Whilst Arkhan the Black has the Liber Mortis his Wizard Level is increased to 5. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a Wizard Level, and therefore must lose a randomly determined spell. Show less
Magic
Wizard Level 4
Uses:
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
If you take Grand Hierophant Khatep, he must be the army's Hierophant. He gives his unit the Regeneration (5+) special rule. Additionally, Khatep restores 2D6 Wounds with the Restless Dead Lore… Show moreIf you take Grand Hierophant Khatep, he must be the army's Hierophant. He gives his unit the Regeneration (5+) special rule. Additionally, Khatep restores 2D6 Wounds with the Restless Dead Lore Attribute. Show less
Equipment
Liche Staff Magic Item
Arcane Item. Khatep can declare that he is using the Liche Staff immediately after rolling the dice to cast a spell, even if the result indicates a miscast. If Khatep uses the Liche Staff, he… Show moreArcane Item. Khatep can declare that he is using the Liche Staff immediately after rolling the dice to cast a spell, even if the result indicates a miscast. If Khatep uses the Liche Staff, he re-rolls all the casting dice used in the attempt. Khatep can use the Liche Staff once per turn. Show less
Scroll of the Cursing Word Magic ItemOne Use
Arcane Item. One Use Only. This works exactly the same as a Dispel Scroll. In addition the caster must immediately take a Toughness test. If the test is passed, nothing happens. If the test is… Show moreArcane Item. One Use Only. This works exactly the same as a Dispel Scroll. In addition the caster must immediately take a Toughness test. If the test is passed, nothing happens. If the test is failed, the enemy Wizard cannot cast any more spells that turn, as he spits out a mouthful of foul-tasting insects. If the test is failed on the roll of a 6, the caster immediately suffers D3 Wounds as well, with no saves of any kind allowed. Show less
Magic
Wizard Level 4
Uses:
Lore of Nehekhara
— The Restless Dead: Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as… Show moreEach time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in the Undead special rule. Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters can only ever recover a single lost Wound in this way per spell. Show less
Saves:
Armour 5+ (Armour of Eternity, Shield of Ptra), Missile 5+ (Armour of Eternity, Shield of Ptra), Parry 6+ (Shield of Ptra)
Special Rules:
, , , , ,
The Curse (Lord)
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
King Phar the Proud
King Phar has to be the army's General. No other Lords with the My Will Be Done special rule are allowed in an army led by King Phar.
Equipment
Flail of Skulls Magic Item
Strength +2 · Two-handed
Magic Weapon. Attacks made with the Flail of Skulls have the Strength Bonus (2) and Multiple Wounds (D3) special rules.
Rules:
Multiple Wounds (D3) — Each unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound).… Show moreEach unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound). Unless specified, only applies to close combat attacks. Show less
Armour of Eternity Magic Item
Magic Armour. Light armour. Enemy models must re-roll successful rolls To Wound against the King Phar.
Grants:
Armour 6+ (Armour of Eternity), Missile 6+ (Armour of Eternity)
Shield of Ptra Magic Item
Magic Armour. Shield. Phar gains the Parry (6+) rule even while mounted. If he makes a successful Parry save, all models in base contact with him suffer -1 To Hit for the remainder of the turn, or… Show moreMagic Armour. Shield. Phar gains the Parry (6+) rule even while mounted. If he makes a successful Parry save, all models in base contact with him suffer -1 To Hit for the remainder of the turn, or the next turn if they have already attacked this turn. Show less
Grants:
Armour 6+ (Shield of Ptra), Missile 6+ (Shield of Ptra), Parry 6+ (Shield of Ptra)
Saves:
Armour 6+ (Armour of the Ages), Missile 6+ (Armour of the Ages)
Special Rules:
, , , , ,
The Curse (Lord)
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
The Light of Ptra
At the start of each of your Shooting phases, Amanhotep may unleash the Light of Ptra from the Curse of Zandri. Roll an Artillery dice to determine the number of hits caused -- if a Misfire is… Show moreAt the start of each of your Shooting phases, Amanhotep may unleash the Light of Ptra from the Curse of Zandri. Roll an Artillery dice to determine the number of hits caused -- if a Misfire is rolled, the attack fails and may not be fired the next Shooting phase. This is fired from the table edge of the Tomb Kings player's deployment zone. The Light of Ptra uses the following profile -- Range: 48", Strength: 7, Rules: Flaming Attacks, Magical Attacks. Show less
Equipment
Crook and Flail of Radiance Magic Item
+1 Attacks · Two-handed
Magic Weapon. Two hand weapons. These weapons give Amanhotep the Always Strikes First special rule and +1 to his Combat Resolution score.
Rules:
Always Strikes First — Models with this rule always strike first in close combat, regardless of Initiative. If both sides in the fight have it, the higher Initiative strikes first. If a model's Initiative is higher than… Show moreModels with this rule always strike first in close combat, regardless of Initiative. If both sides in the fight have it, the higher Initiative strikes first. If a model's Initiative is higher than its enemy's, it may also re-roll failed To Hit rolls in that combat. Show less
Armour of the Ages Magic Item
Magic Armour. Light armour. When Amanhotep is reduced to his last Wound, he gains a Ward save (3+). This has no effect if he suffers his last Wound as a result of an attack that causes Multiple… Show moreMagic Armour. Light armour. When Amanhotep is reduced to his last Wound, he gains a Ward save (3+). This has no effect if he suffers his last Wound as a result of an attack that causes Multiple Wounds. Show less
Grants:
Armour 6+ (Armour of the Ages), Missile 6+ (Armour of the Ages)
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
Stone Host of Quatar
If Sehenesmet is the army's General, all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other… Show moreIf Sehenesmet is the army's General, all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units instead count as Special/Rare units. Show less
Equipment
The Sacred Crook of Shapesh Magic Item
Strength +1 · -2 Initiative · Two-handed
Magic Weapon. Great weapon. Keep track of the number of unsaved wounds inflicted by the Sacred Crook in each Close Combat phase. In each Tomb Kings Magic phase, the power of the Crook may be… Show moreMagic Weapon. Great weapon. Keep track of the number of unsaved wounds inflicted by the Sacred Crook in each Close Combat phase. In each Tomb Kings Magic phase, the power of the Crook may be unleashed as a magic missile with a range of 24" that cannot be dispelled -- the target unit suffers a number of Strength 4 hits equal to the number of wounds currently 'stored' in the Crook. Once unleashed, the number of wounds stored in the staff returns to 0 until Sehenesmet inflicts more wounds. In addition, it increases the range of Sehenesmet's spells by 6". Show less
Magic
Wizard Level 2
Uses:
Lore of Nehekhara
— The Restless Dead: Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as… Show moreEach time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in the Undead special rule. Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters can only ever recover a single lost Wound in this way per spell. Show less
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 5 hits (this model was a Lord). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Animated Construct, Undead, Fear, Fly (5), Unstable, Hieroglyphs of Protection, Wards of the Gods, Khepra Beetles, Impact Hits (D6)
Skeleton Crew (Tomb Barque)
0
3
4+
3
0
0
2
1
7
Casket of Souls
0
0
0
0
10
0
0
0
0
Animated Construct, Undead, Fear, Unstable, Covenant of Power, Unleashed Souls, Light of Death
Keeper of the Casket
4
3
4+
3
3
1
3
1
8
Casket Guard
4
3
4+
4
4
1
3
2
8
Special Rules:
, , ,
Magic
Wizard Level 3
May choose from:
Lore of Light
— Focus of Will: When attempting to cast a Lore of Light spell, the Wizard may take a Leadership test using their own Leadership value. If passed, add +1 to the casting result; if failed, suffer -1 instead.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Nehekhara
— The Restless Dead: Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as… Show moreEach time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in the Undead special rule. Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters can only ever recover a single lost Wound in this way per spell. Show less
Units with the Arrows of Asaph special rule never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
The Curse (Hero)
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 4 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 4 hits (this model was a Hero). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have the Arrows of Asaph and Undead… Show moreIf your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have the Arrows of Asaph and Undead special rules -- they instead have the Immunity (Fear) special rule. Scythan Warriors always treat Tutankhanut as the army's General for all purposes. Show less
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Blade of Ahken Magic Item
Strength +1 · Two-handed
Magic Weapon. Polearm. Attacks made with this blade have the Ignores Armour saves special rule.
Rules:
Ignores Armour Saves — No armour saves may be taken against Wounds from a model with this rule, unless otherwise noted. Ward saves may still be taken as normal.
Golden Ankhra Magic Item
Talisman. The Ankhra gives Tutankhanut a Ward Save (4+).
Grants:
Ward 4+ (Golden Ankhra)
Golden Eye of Rah-Nutt Magic Item
Talisman. The Golden Eye increases Tutankhanut's Ward save to (3+) if he rides in a Chariot.
A unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as… Show moreA unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. Roll a scatter dice and an artillery dice. If a Hit! is rolled, the marker stays in place; if an arrow is rolled, move the marker the number of inches shown on the artillery dice in the direction shown. If the marker ends up under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain instead. Once the final position is established, place the emerging unit in a legal formation touching the marker, facing any direction. If the marker is under an enemy unit, you may instead place your unit into base contact with the enemy unit in their front arc; your unit counts as charging this turn. If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, the unit does not emerge -- instead, remove the marker and roll a D6 on the Mishap table: 1-2 Reclaimed by the Desert (the entire unit is destroyed and treated as casualties); 3-4 Buried Too Deep (the unit is delayed and does not emerge, but may try again next turn); 5-6 Shifting Sands (the unit enters from any point on a randomly determined board edge, moving on using the rules for reinforcements). If a unit emerges successfully, it may act normally this turn. Only characters that also have the Entombed Beneath the Sands special rule can be deployed within such units. If several units have this rule, repeat the process one unit at a time. Show less
Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special rule, you may re-roll the Artillery dice.
Scarab Prince
Prince Apophas' body is made of a scuttling tide of scarabs that he can vomit over his foes -- Apophas has a Strength 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then… Show morePrince Apophas' body is made of a scuttling tide of scarabs that he can vomit over his foes -- Apophas has a Strength 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 Strength 2 hits, distributed as for shooting. Show less
Soul Reaper
As soon as Prince Apophas is placed on the table, nominate one enemy character on the battlefield -- this is the soul marked by the god of the Underworld that Apophas must claim. Apophas re-rolls any… Show moreAs soon as Prince Apophas is placed on the table, nominate one enemy character on the battlefield -- this is the soul marked by the god of the Underworld that Apophas must claim. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character. Show less
Models with this special rule have the Killing Blow and Magical Attacks special rules (attached to this unit's own card as their own separate Rules).
Sworn Bodyguard
If you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be… Show moreIf you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds -- the oath is a sacred one between a master and his chosen champion. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6: on a 1 the Wound is resolved as normal, but on a 2+ the Wound is intercepted and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated -- it is a duel of honour, and the Tomb Herald may not interfere. Show less
Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a Leadership test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
Magic Weapon. If a unit suffers at least one wound from the Blade of Mourning and loses the combat, any negative modifiers to the unit's Leadership for the subsequent Break test are doubled.
Vambraces of the Sun Magic Item
Enchanted Item. All enemy models that attempt to strike Nekaph suffer -1 To Hit in close combat.
Amulet of Neru Magic Item
Enchanted Item. All Talismans, Enchanted Items and Arcane Items belonging to enemy models in base contact with Nekaph cease to function while they are in base contact.
The Necrotect confers the Hatred special rule onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6+) special rule.
Frantic Fervour
Ramhotep confers the Frenzy special rule onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep,… Show moreAt the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle. Show less
If a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 4 hits (this model was a… Show moreIf a model with the Curse rule is removed from play, then the enemy unit responsible -- by inflicting the final Wound, for example -- will immediately suffer D6 Strength 4 hits (this model was a Hero). These Wounds are distributed as for shooting hits; in close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit. Show less
My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters… Show moreAny unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule). If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds -- these always use their own Weapon Skill. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Animated Construct, Undead, Fear, Fly (5), Unstable, Hieroglyphs of Protection, Wards of the Gods, Khepra Beetles, Impact Hits (D6)
Skeleton Crew (Tomb Barque)
0
3
4+
3
0
0
2
1
7
Casket of Souls
0
0
0
0
10
0
0
0
0
Animated Construct, Undead, Fear, Unstable, Covenant of Power, Unleashed Souls, Light of Death
Keeper of the Casket
4
3
4+
3
3
1
3
1
8
Casket Guard
4
3
4+
4
4
1
3
2
8
Special Rules:
, , ,
Magic
Wizard Level 1
May choose from:
Lore of Light
— Focus of Will: When attempting to cast a Lore of Light spell, the Wizard may take a Leadership test using their own Leadership value. If passed, add +1 to the casting result; if failed, suffer -1 instead.
Lore of Death
— Life Leeching: When a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6… Show moreWhen a Lore of Death spell resolves, roll a D6 for each unsaved Wound it caused (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled, the Wizard immediately adds a dice to their army's power pool. Show less
Lore of Nehekhara
— The Restless Dead: Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as… Show moreEach time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in the Undead special rule. Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters can only ever recover a single lost Wound in this way per spell. Show less
Models with this special rule have the Killing Blow and Magical Attacks special rules (attached to this unit's own card as their own separate Rules).
Sworn Bodyguard
If you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be… Show moreIf you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds -- the oath is a sacred one between a master and his chosen champion. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6: on a 1 the Wound is resolved as normal, but on a 2+ the Wound is intercepted and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated -- it is a duel of honour, and the Tomb Herald may not interfere. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
The Necrotect confers the Hatred special rule onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6+) special rule.
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Units with the Arrows of Asaph special rule never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
Equipment
Bow
Range 24" · Strength 3
Rules:
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
A unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as… Show moreA unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. Roll a scatter dice and an artillery dice. If a Hit! is rolled, the marker stays in place; if an arrow is rolled, move the marker the number of inches shown on the artillery dice in the direction shown. If the marker ends up under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain instead. Once the final position is established, place the emerging unit in a legal formation touching the marker, facing any direction. If the marker is under an enemy unit, you may instead place your unit into base contact with the enemy unit in their front arc; your unit counts as charging this turn. If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, the unit does not emerge -- instead, remove the marker and roll a D6 on the Mishap table: 1-2 Reclaimed by the Desert (the entire unit is destroyed and treated as casualties); 3-4 Buried Too Deep (the unit is delayed and does not emerge, but may try again next turn); 5-6 Shifting Sands (the unit enters from any point on a randomly determined board edge, moving on using the rules for reinforcements). If a unit emerges successfully, it may act normally this turn. Only characters that also have the Entombed Beneath the Sands special rule can be deployed within such units. If several units have this rule, repeat the process one unit at a time. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
Units with the Arrows of Asaph special rule never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
Equipment
Bow
Range 24" · Strength 3
Rules:
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Hand Weapon
Command:
Champion (+10 pts), Musician (+5 pts), Standard Bearer (+10 pts) -- may carry a magic standard worth up to 25 pts
18" Strength 3, Multiple Shots (2) only applies in turns the model has not moved. Cannot be used as a charge reaction. All ranks can fire.
Rules:
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Javelins
Range 12"
Rules:
Armour Piercing — Wounds caused by a model (or weapon) with this rule inflict a further negative armour save modifier, in addition to that for Strength, equal to the bracketed number. Unless specified, only applies to… Show moreWounds caused by a model (or weapon) with this rule inflict a further negative armour save modifier, in addition to that for Strength, equal to the bracketed number. Unless specified, only applies to close combat attacks. Cumulative with other sources of Armour Piercing. Show less
Quick to Fire — The weapon does not suffer -1 To Hit for moving and shooting, and can always Stand and Shoot against a charge even if normally too close to react. May also be used once per turn as a charge reaction… Show moreThe weapon does not suffer -1 To Hit for moving and shooting, and can always Stand and Shoot against a charge even if normally too close to react. May also be used once per turn as a charge reaction is declared, before units move (fires at maximum range if the charge started outside weapon range, at -1 To Hit in that case). Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Command:
Champion (+10 pts), Musician (+5 pts), Standard Bearer (+10 pts) -- may carry a magic standard worth up to 50 pts
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have the Arrows of Asaph and Undead… Show moreIf your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have the Arrows of Asaph and Undead special rules -- they instead have the Immunity (Fear) special rule. Scythan Warriors always treat Tutankhanut as the army's General for all purposes. Show less
Equipment
Bow
Range 24" · Strength 3
Rules:
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
Hand Weapon
Command:
Champion (+10 pts), Musician (+5 pts), Standard Bearer (+10 pts) -- may carry a magic standard worth up to 25 pts
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear.… Show more6+ Armour Save, 6+ Parry Save, The missile save bonus only applies to Infantry, and only against attacks to their front -- no Troop Type gets a missile save from a shield against attacks to the rear. The Parry save only applies if used together with a hand weapon. Show less
A unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as… Show moreA unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. Roll a scatter dice and an artillery dice. If a Hit! is rolled, the marker stays in place; if an arrow is rolled, move the marker the number of inches shown on the artillery dice in the direction shown. If the marker ends up under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain instead. Once the final position is established, place the emerging unit in a legal formation touching the marker, facing any direction. If the marker is under an enemy unit, you may instead place your unit into base contact with the enemy unit in their front arc; your unit counts as charging this turn. If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, the unit does not emerge -- instead, remove the marker and roll a D6 on the Mishap table: 1-2 Reclaimed by the Desert (the entire unit is destroyed and treated as casualties); 3-4 Buried Too Deep (the unit is delayed and does not emerge, but may try again next turn); 5-6 Shifting Sands (the unit enters from any point on a randomly determined board edge, moving on using the rules for reinforcements). If a unit emerges successfully, it may act normally this turn. Only characters that also have the Entombed Beneath the Sands special rule can be deployed within such units. If several units have this rule, repeat the process one unit at a time. Show less
Transmogrifying Gaze
When rolling To Wound, substitute the target's Toughness with its Initiative value. This attack does not suffer any To Hit penalties. This is a shooting attack with the following profile -- Range:… Show moreWhen rolling To Wound, substitute the target's Toughness with its Initiative value. This attack does not suffer any To Hit penalties. This is a shooting attack with the following profile -- Range: 12", Strength: 4, Rules: Ignores Armour saves, Killing Blow, Magical Attacks, Multiple Shots (3). Show less
A unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as… Show moreA unit with this ability has the Ambushers special rule, with the following exceptions. When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit. Roll a scatter dice and an artillery dice. If a Hit! is rolled, the marker stays in place; if an arrow is rolled, move the marker the number of inches shown on the artillery dice in the direction shown. If the marker ends up under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain instead. Once the final position is established, place the emerging unit in a legal formation touching the marker, facing any direction. If the marker is under an enemy unit, you may instead place your unit into base contact with the enemy unit in their front arc; your unit counts as charging this turn. If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, the unit does not emerge -- instead, remove the marker and roll a D6 on the Mishap table: 1-2 Reclaimed by the Desert (the entire unit is destroyed and treated as casualties); 3-4 Buried Too Deep (the unit is delayed and does not emerge, but may try again next turn); 5-6 Shifting Sands (the unit enters from any point on a randomly determined board edge, moving on using the rules for reinforcements). If a unit emerges successfully, it may act normally this turn. Only characters that also have the Entombed Beneath the Sands special rule can be deployed within such units. If several units have this rule, repeat the process one unit at a time. Show less
Add a Model Link
Ushabti
Special · Monstrous Infantry · 42 pts/model · 3+ models
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Could Take Instead
Polearm Alternative — not equipped
3 pts
Strength +1 · Two-handed
Great Weapon Alternative — not equipped
3 pts
Strength +1 · -2 Initiative · Two-handed
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Great Bow Alternative — not equipped
Range 30" · Strength 5
Longbow. Shots from great bows are resolved at Strength 5. Replaces one hand weapon, free.
Rules:
Multiple Shots (2) — The weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All… Show moreThe weapon fires several shots (number in brackets) instead of one, at -1 To Hit if firing the full number (in addition to other modifiers); it can instead fire a single shot without penalty. All non-character models in a unit must fire the same way. War Machines with this rule don't suffer the -1 To Hit for firing Multiple Shots. Show less
Volley Fire — All models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the… Show moreAll models in the unit within range may fire in the Shooting phase as long as at least one model can draw Line of Sight to the target, but the unit suffers -1 To Hit if it does. Cannot be used if the unit moved earlier in the turn, or if the target is within half the weapon's maximum range. Show less
A unit of Bastethi is considered to be a Level 2 Wizard that knows the spells Djaf's Incantation of Cursed Blades and Ptra's Incantation of Righteous Smiting from the Lore of Nehekhara -- this… Show moreA unit of Bastethi is considered to be a Level 2 Wizard that knows the spells Djaf's Incantation of Cursed Blades and Ptra's Incantation of Righteous Smiting from the Lore of Nehekhara -- this doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Bastethi as the caster for the purposes of line of sight, range, etc. If a Bastethi unit rolls a miscast, do not roll on the Miscast table -- instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Bastethi as the target. Show less
Magic
Wizard Level 2
Djaf's Incantation of Cursed Blades
(Lore of Nehekhara)
(Cast 7+) — Augment spell with a range of 24". The target unit's close combat Attacks gain the Killing Blow special rule until the start of your next Magic phase. If the target unit's Attacks already have the… Show moreAugment spell with a range of 24". The target unit's close combat Attacks gain the Killing Blow special rule until the start of your next Magic phase. If the target unit's Attacks already have the Killing Blow or Heroic Killing Blow special rules, these will take effect on any To Wound rolls of a 5 or 6 whilst this spell is in play. The Wizard can instead choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 14+. Show less
Ptra's Incantation of Righteous Smiting
(Lore of Nehekhara)
(Cast 9+) — Augment spell with a range of 24". All models in the target unit gain +1 Attack (including mounts) and the Multiple Shots (2) special rule (excluding war machines) until the start of the caster's… Show moreAugment spell with a range of 24". All models in the target unit gain +1 Attack (including mounts) and the Multiple Shots (2) special rule (excluding war machines) until the start of the caster's next Magic phase. If they already have the Multiple Shots special rule, they may instead fire an additional shot. The Wizard can instead choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 18+. Show less
Add a Model Link
Ammut
Special · Monstrous Beast · 52 pts/model · 1 model
All shooting attacks made by a Screaming Skull Catapult are magical and have the Flaming Attacks special rule. In addition, any unit that suffers one or more casualties from a shooting attack by a… Show moreAll shooting attacks made by a Screaming Skull Catapult are magical and have the Flaming Attacks special rule. In addition, any unit that suffers one or more casualties from a shooting attack by a Screaming Skull Catapult must take a Panic test as if it had taken 25% casualties. Show lessGrants:
Before rolling To Hit, nominate one of the Necrosphinx's Attacks to be made with the Decapitating Strike ability, and roll it separately. This special Attack strikes at Strength 10 and has the Heroic… Show moreBefore rolling To Hit, nominate one of the Necrosphinx's Attacks to be made with the Decapitating Strike ability, and roll it separately. This special Attack strikes at Strength 10 and has the Heroic Killing Blow special rule. Show less
Units with the Arrows of Asaph special rule never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
Unstoppable Assault
In the turn in which a Necrolith Colossus charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack, up to a maximum of +5 Attacks. These… Show moreIn the turn in which a Necrolith Colossus charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack, up to a maximum of +5 Attacks. These additional Attacks also benefit from Unstoppable Assault, but Stomps do not. Show less
Gives +2 Strength in the first round of any close combat it fights, and +1 Strength in every round after that.
Additional Hand Weapon Alternative — not equipped
5 pts
+1 Attacks · Two-handed
+1 Attack. Also covers "Two Hand Weapons" as printed in some army books -- same profile, different name.
Grants:
Parry 6+ (Additional Hand Weapon)
Bow of the Desert Alternative — not equipped
20 pts
Range 48" · Strength 6
Fires like a Bolt Thrower. Range: 48", Strength: 6, Rules: Multiple Wounds (D3).
Rules:
Multiple Wounds (D3) — Each unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound).… Show moreEach unsaved Wound (after armour/ward saves, before Regeneration) is multiplied into more than one Wound by the bracketed amount (which may be a dice roll, rolled separately per unsaved Wound). Unless specified, only applies to close combat attacks. Show less
While a friendly Undead Wizard is within 12" of one or more Hierotitans, that Wizard adds +D3 to the casting result of each spell he attempts to cast (roll for the bonus each time).
(power level 3). An Icon of Ptra contains the spell Shem's Burning Gaze (see the Lore of Light).
Bound Spell: Shem's Burning Gaze (Power Level 3, Cast 5+)
— Signature Spell. Magic missile, range 24", D6 Strength 4 hits (Flaming Attacks), increased to 2D6 against models with Daemonic, Undead or Vampiric. May instead extend range to 48" and increase… Show moreSignature Spell. Magic missile, range 24", D6 Strength 4 hits (Flaming Attacks), increased to 2D6 against models with Daemonic, Undead or Vampiric. May instead extend range to 48" and increase Strength to 6, increasing the casting value to 12+. Show less
Scales of Usirian Magic Item
(power level 4). The Scales of Usirian contain the spell Spirit Leech (see the Lore of Death).
Bound Spell: Spirit Leech (Power Level 4, Cast 7+)
— Signature Spell. Direct damage, range 12", targets a single enemy model (even a character in a unit). Both caster and target roll a D6 and add their Leadership; for every point the caster wins by,… Show moreSignature Spell. Direct damage, range 12", targets a single enemy model (even a character in a unit). Both caster and target roll a D6 and add their Leadership; for every point the caster wins by, the target suffers a Wound which Ignores Armour Saves. May instead extend range to 24", increasing the casting value to 10+. Show less
Once per magic phase the Khemric Titan can unleash a Bound spell -- one of the following may be chosen: The Gaze of Dust (Bound Spell, power level 5), Wrath of the Sands (Bound Spell, power level 3)… Show moreOnce per magic phase the Khemric Titan can unleash a Bound spell -- one of the following may be chosen: The Gaze of Dust (Bound Spell, power level 5), Wrath of the Sands (Bound Spell, power level 3) or Reawakening of Ancient Might (Bound Spell, power level 3). Show less
Curse of the Fallen
If the Khemric Titan is slain by any means, all enemy units within 6" suffer D6 Strength 6 hits.
Khemric Titan Special Attacks
In order to determine what happens, each Close Combat phase that the Khemric Titan is in combat, pick a single unit in base contact and roll a D6: 1-2 Reaping Blades (the Khemric Titan inflicts D6… Show moreIn order to determine what happens, each Close Combat phase that the Khemric Titan is in combat, pick a single unit in base contact and roll a D6: 1-2 Reaping Blades (the Khemric Titan inflicts D6 Strength 6 hits on the enemy unit); 3 Flesh-eating Scarabs (3D6 Strength 2 hits); 4 Breath of Night (the Khemric Titan does not attack, but instead automatically wins the combat with a combat resolution of 2, unless this would be higher from other sources); 5 Devouring Jaws (a Strength 6 hit with the Heroic Killing Blow special rule on all enemy models in base contact); 6 Soul Slaying Hunger (2D6 hits on the enemy unit -- roll a D6 for each hit, on a 5+ it inflicts a Wound with no armour saves allowed and the Multiple Wounds (D3) special rule; this is a Magical Attack). This replaces the Khemric Titan's own Attacks characteristic entirely, which is why it is printed as "*". Show less
Settra rides a scythed chariot drawn by four skeletal steeds. Impact Hits from the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules.
WFB-X is a private, non-commercial hobby project -- maintained by a single fan and their
local gaming group to keep playing the version of Warhammer Fantasy Battles they grew up
with, not run as a business or by any company or studio. Nothing on this site is sold, and
it exists purely to keep a beloved game playable for the small community that still plays
it. It continues Mathias' own 9.x rules (his February 2022 release,
warhammerarmiesproject.blogspot.com).
This site is not produced, endorsed, sponsored, or approved by Games Workshop Limited, and
no Games Workshop trademarks, logos, or copyrighted artwork are used here. Warhammer
Fantasy Battles and all associated names, races, and imagery are the property of Games
Workshop Limited.
Thank You
The little icons scattered through the forum aren't ours -- they're borrowed, with real
gratitude, from talented artists on
game-icons.net, released
under CC BY 3.0.
Free work, freely shared -- it adds a bit of personality here that plain text never could.