| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Lady Élisse Duchaard | - | 4 | 3 | 3 | 4 | 5 | 3 | 2 | 8 | 225 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sir Cecil Gastonne | 4 | 7 | 3 | 4 | 4 | 3 | 5 | 4 | 9 | 165 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| The Green Knight | - | 7 | 3 | 4 | 4 | 4 | 6 | 4 | 9 | 275 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Baron | 4 | 6 | 3 | 4 | 4 | 3 | 5 | 4 | 9 | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Damsel | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Duke | 4 | 7 | 3 | 5 | 4 | 4 | 5 | 5 | 9 | 175 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Paladin | 4 | 6 | 3 | 4 | 4 | 2 | 4 | 3 | 8 | 60 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Prophetess | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 8 | 135 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sargent-At-Arms | 4 | 4 | 2 | 4 | 3 | 2 | 4 | 2 | 7 | 45 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Battle Pilgrim | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 6 |
| Grail Reliquae | 4 | 2 | 2 | 3 | 3 | 6 | 3 | 6 | 8 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Knight Errant | - | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 7 | 19 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Gallant | - | 3 | 2 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Knight of the Realm | 4 | 4 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 11 |
| First Knight (On foot) | 4 | 4 | 2 | 3 | 3 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mounted Knight of the Realm | - | 4 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 24 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| First Knight (Mounted) | - | 4 | 2 | 3 | 3 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Squire | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 7 |
| Esquire | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Battle Pilgrim | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 8 | 6 |
| Grail Reliquae | 4 | 2 | 2 | 3 | 3 | 6 | 3 | 6 | 8 | 65 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Man-at-Arms | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 | 4 |
| Yeoman | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| Grail Monk | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Peasant Bowman | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5 |
| Villein | 4 | 2 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Pegasus Knight | - | 4 | 2 | 4 | 4 | 2 | 3 | 1 | 8 | 59 |
| Barded Pegasus | 7 | 3 | - | 4 | - | - | 4 | 2 | - | - |
| First Knight | - | 4 | 2 | 4 | 4 | 2 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Questing Knight | - | 5 | 2 | 4 | 3 | 1 | 4 | 1 | 8 | 26 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Paragon | - | 5 | 2 | 4 | 3 | 1 | 4 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Field Trebuchet | - | - | - | - | 7 | 3 | - | - | - | 100 |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Grail Knight | - | 6 | 2 | 4 | 4 | 1 | 5 | 2 | 9 | 38 |
| Bretonnian Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Grail Guardian | - | 6 | 2 | 4 | 4 | 1 | 5 | 3 | 9 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Mounted Yeomen | - | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 13 |
| Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Warden | - | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Empire Knight | - | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 21 |
| Barded Warhorse | 7 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Preceptor | - | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | - |
| M | WS | BS | S | T | W | I | A | Ld | Points | |
|---|---|---|---|---|---|---|---|---|---|---|
| Inner Circle Knight | - | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 9 | 29 |
| Barded Warhorse | 7 | 3 | - | 3 | - | - | 3 | 1 | - | - |
| Inner Circle Preceptor | - | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 9 | - |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Armour Bane (2), Furious Charge, Hatred (all enemies), Magical Attacks |
The Crusader’s Lance may only be taken by a model in an Errantry Crusade Army of Infamy whose troop type is ‘cavalry’ or ‘monster’ only. The Crusader’s Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge), the model must use its hand weapon instead.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Requires Two Hands, Strike Last |
Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -3 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 10 | -5 | Magical Attacks, Multiple Wounds (D6), Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +1 | -1 | [Magical Attacks |
Any magic weapon carried by an enemy model that suffer one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the reminder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (D3), Magical Attacks, Requires Two Hands |
The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks, Strike First |
When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks, Monster Slayer |
When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last |
No description available.
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.
The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the [Regeneration (5+)] special rule.
May be worn with other armour. The wearer of the Gromil Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll.
The Twice-Blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Chalons.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy. A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a [Fear], Panic or [Terror] test and discard the highest result.
A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the [Move Through Cover] special rule.
The Crusader’s Clarion may only be taken by a model in an Errantry Crusade Army of Infamy that is mounted on a Bretonnian Warhorse only. On a turn in which the bearer of the Crusader’s Clarion charged, their mount and all mounts in the unit they have joined have a +1 modifier to their Strength characteristic.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the [Fly] special rule.
Challenges issued by the bearer of the Gauntlet of the Duel cannot be refused.
When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.
Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.
Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
The bearer of the Book of Ashur increases their Dispel rangeby 3" and, unless they roll any natural double, may apply a +1modifier to any of their Casting or Dispel rolls. However, ifthe bearer rolls any natural double when making a Casting orDispel roll, the book has proven to be a poor reproduction,full of glaring errors, and the +1 modifier cannot be applied tothat roll.
Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
The Diadem of Power may only be taken by a model in an Errantry Crusade Army of Infamy. When attempting to cast a Magical Vortex, Magic Missile or an Assailment spell, the bearer of the Diadem of Power gains a +1 modifier to their Casting roll.
The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain. It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll.
Single use. The bearer of the Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1.
Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll and extra D6 when making the Dispel roll and discard the lowest result. Id a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2.
The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic, or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.
The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
The bearer is immune to the [Killing Blow] special rule. If the bearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.
The bearer is immune to the [Poisoned Attacks] special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
Models whose troop type is 'infantry' or 'cavalry' only. The bearer is immune to the [Multiple Wounds] special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound.
Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass
The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the [Flaming Attacks] special rule.
A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll.
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame. The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. Sorrow’s End This enchanted axe has brought about the end of all manner of monsters, both man and beast alike. R S AP Special Rules Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer,Multiple Wounds (2).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (D6), Magical Attacks |
The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-72" S5(10) AP-1(-4) | 5 (10) | -1 (-4) | Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1) |
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Requires Two Hands |
A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Fight in Extra Rank |
A polearm has two profiles. You must choose which the unit will use when its combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase. A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Monster Slayer, Multiple Wounds (2) |