Imperium Von Sonnstahl

Imperium Von Sonnstahl

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Rettungswurf
Aegis
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Bogen
Bow
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Handwaffe
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
Plattenrüstung
+3 Armor
Plate Armour
+3 Armor
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Atemattacke
Breath Attack
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Zermahlen
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the model part’s own Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits , it may only use one of these rules in the same Round of Combat (its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Bestienjäger
Bei der Benutzung eines Bogens erhält die Schussattacke [b]Todesstoß (gegen Bestie)[/b] und Shots 2.
Beast Hunters
When using a Bow, the Shooting Attack gains [b]Lethal Strike (against Beast)[/b] and Shots 2.
Befehle
Ein Charaktermodell mit Befehle darf einem Hauptregiment oder einer Unterstützungstruppe innerhalb von 8" einen einzelnen Befehl erteilen. Ein General mit Befehle darf stattdessen einem befreundeten Hauptregiment oder einer Unterstützungstruppe innerhalb der Reichweite seiner Befehlsgewalt einen einzelnen Befehl erteilen. Befehle werden zu Beginn jedes befreundeten Spielerzugs erteilt. Die Effekte der Befehle treten sofort in Kraft und wirken bis zum Ende des nächsten Spielerzugs. Eine Einheit kann denselben Befehl nicht mehr als einmal pro Spielerzug erhalten. Nur Modelle der Höhe Standard sind betroffen. Folgende Befehle stehen zur Verfügung: [b]Erste Reihe, auf die Knie![/b] Das Ziel erhält [b]Kämpft aus zusätzlichem Glied[/b]. [b]Legt an![/b] Das Ziel erhält [b]Treffsicher[/b]. [b]Marsch, Marsch![/b] Das Ziel erhält +1" Bewegungsrate und +4" Marschrate. [b]Standhaft bleiben![/b] Disziplintests die vom Ziel ausgeführt werden, unterliegen der Regel Minimierter Würfelwurf. Eine Einheit, die diesen Befehl erhält und einen Sammeltest besteht, wird nicht Erschüttert, und die Neuformierung nach dem Sammeln hindert die Einheit nicht an der Bewegung und/oder am Schießen (die Einheit zählt dennoch als bewegt bzgl. Schießen). d
Orders
A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: [b]Brace For Impact![/b] The target gains [b]Fight in Extra Rank[/b]. [b]On The Double![/b] The target gains +1" Advance Rate and +4" March Rate. [b]Ready! Aim! Fire![/b] The target gains [b]Accurate[/b]. [b]Steady, Men![/b] Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d
Segen
Die Einheit des Modells erhält [b]Hass[/b]. Modellteile mit Angeschirrt sind davon nicht betroffen. Das Modell kann die folgenden drei gebundenen Zauber mit Energiestufe (4/8) wirken mit Typ: Einheit des Wirkenden und Unterstützung, sowie Dauer: Ein Zug: [b]Ullors Segen[/b] Das Ziel erhält [b]Rettungswurf (5+,gegen Nahkampfattacken)[/b]. [b]Sunnas Segen[/b] Das Ziel erhält [b]Flammenattacken[/b]. Alle gegnerischen Einheiten, die sich zum Zeitpunkt des Wirkens des Zaubers in Basekontakt mit einem oder mehreren Zielen dieses Zaubers befinden, erleiden W6 Treffer mit Stärke 4, Rüstungsdurchschlag 1, [b]Flammenattacken[/b] und [b]Magischen Attacken[/b]. [b]Volunds Segen[/b] Das Ziel [b]muss[/b] misslungene Verwundungswürfe mit Nahkampfattacken wiederholen.
Blessings
The model's unit gains [b]Hatred[/b]. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. [b]Ullor's Blessing[/b] The target gains [b]Aegis (5+, against Melee Attacks)[/b]. [b]Sunna's Blessing[/b] The target gains [b]Flaming Attacks[/b]. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, [b]Flaming Attacks[/b], and [b]Magical Attacks[/b]. [b]Volund's Blessing[/b] The target's failed to-wound rolls with Melee Attacks [b]must[/b] be rerolled.
Schwieriges Ziel
Hard Target
Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Multiple Lebenspunktverluste
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Kanalisieren
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Punktend
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Furchtlos
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Dampfbetrieben
Das Modell kann entscheiden, sich nicht zu bewegen, obwohl es Zufällige Bewegung hat, und seine Verfogungs- und Überrenndistanz beträgt in der Nahkampfphase [b]immer[/b] 0". Bevor es sich in der Bewegungsphase bewegt, kann das Modell sich dazu entscheiden, Zufällige Bewegung (4W3") mit [b]Zufällige Bewegung (5W3")[/b] bis zum Ende der Bewegungsphase zu ersetzen. In dem Fall kann die Dampfkanone während dieses Spielerzugs nicht verwendet werden.
Steam Powered
The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are [b]always[/b] 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with [b]Random Movement (5D3")[/b] until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Ingenieur
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects: - Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+). - You may reroll the roll on the Misfire Table. - You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
Erster Ritter
Wenn sich das Modell Rittern der Kaiserlichen Orden anschließt, erhält die Einheit [b]Furchtlos[/b]. Falls das Modell der General ist, erhalten die R&F Modelle der Einheit zusätzlich [b]Hauptregiment[/b].
First Knight
When the model is joined to a unit of Knightly Orders, the unit gains [b]Fearless[/b], and if the model is the General, the R&F models in the unit also gain [b]Parent Unit[/b].
Fanatisch
Wenn ein Modell mit Fanatisch durch eine Nahkampfattacke während eines Initiativeschritts der Nahkampfrunde, in der es kämpft, ausgeschaltet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust.
Fanatical
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feuer beim Aufprall!
Ein angreifender Modellteil mit Feuer beim Aufprall!, der eine Pistole, ein Pistolenpaar oder eine Repetierpistole benutzt, attackiert [b]immer[/b] im Initiativeschritt 10, und die Stärke seiner Nahkampfwaffenattacken wird auf 4 [b]gesetzt[/b] und ihr Rüstungsdurchschlag wird auf 2 [b]gesetzt[/b] (unabhängig von Agilität, Stärke und Rüstungsdurchschlag des Benutzers).
Fire on Impact!
A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol [b]always[/b] strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is [b]set[/b] to 4 and their Armour Penetration is [b]set[/b] to 2 (regardless of the user's Agility, Strength, and Armour Penetration).
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Raserei
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Grenzer
Das Modell besteht automatisch durch Entsetzen verursachte Paniktests.
Frontiersmen
The model automatically passes Panic Tests caused by Terror.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Giant See, Giant Do
Universal Rule. The model gains Support Unit.
Hauptregiment
Eine Einheit gilt als Hauptregiment, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Hauptregimenter behandeln alle Unterstützungstruppen als [b]Bedeutungslos[/b]. Sofort wenn ein Hauptregiment in der Angriffsphase einen erfolgreichen Wurf für die Angriffsreichweite gegen eine nicht fliehende gegnerische Einheit würfelt, dürfen, bevor die Angriffsbewegung durchgeführt wird, Unterstützungstruppen innerhalb von 8" um das Hauptregiment einen Unterstützungsangriff durchführen. Dazu sagt die gesamte Unterstützungstruppe einen Angriff gegen dieselbe gegnerische Einheit an. Wende die üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.), mit der Ausnahme, dass der Gegner keine andere Angriffsreaktion als Angriff annehmen wählen kann. Dies wird hinsichtlich Angriffsbewegungen wie ein kombinierter Angriff behandelt. Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Unterstützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as [b]Insignificant[/b]. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.
Heilige Reliquie
Befreundete Einheiten innerhalb von 6" um das Modell erhalten [b]Hass[/b]. Modellteile mit Angeschirrt sind davon nicht betroffen. Alle vom Reiter als gebundene Zauber gewirkten Segen erhalten Typ: Aura und Reichweite 6" (ersetzt Typ: Einheit des Wirkenden). Das Modell kann Unerring Strike (Divination) als gebundenen Zauber mit Energiestufe (4/8) sprechen.
Holy Relic
Friendly units within 6" of the model gain [b]Hatred[/b]. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).
Plänkler
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Unbelebt
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Kein Anführer
The model cannot be the General.
Not a Leader
The model cannot be the General.
Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Leichte Truppen
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position. If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
Werksmeister
Hat sich der Werksmeister einem Hauptregiment oder einer Unterstützungstruppe angeschlossen, darf er dieser den Befehl [b]Legt an![/b] erteilen.
Master Artificer
The Master Artificer may give the Order [b]Ready! Aim! Fire![/b] to a Parent Unit or Support Unit it has joined.
Meeting Of Minds
Universal Rule. The model may give two Orders per turn instead of one.
Meeting Of Minds
Universal Rule. The model may give two Orders per turn instead of one.
Zufällige Bewegung
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Pistole
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Reservisten
Die Einheit wird von Hauptregimentern und Unterstützungstruppen als [b]Bedeutungslos[/b] behandelt.
Reserves
The unit is treated as [b]Insignificant[/b] by Parent and Support Units.
Steam Cannon
Artillery Weapon. Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Steam Cannon
Artillery Weapon. Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].
Unterstützungstruppe
Eine Einheit gilt als Unterstützungstruppe, wenn mindestens die Hälfte ihrer Modelle diese Universalregel hat. Unterstützungstruppen werden von Hauptregimentern als [b]Bedeutungslos[/b] behandelt. Unterstützungstruppen innerhalb von 8" um mindestens ein Hauptregiment erhalten [b]Kämpft aus zusätzlichem Glied[/b] und dürfen Schussattacken aus dem 3. Glied (zusätzlich zum 1. und 2.) durchführen. Falls die Unterstützungstruppe mindestens ein vollständiges Glied hat, zählt sie, , falls sie weniger volle Glieder hat, als das Hauptregiment, als hätte sie dieselbe Anzahl an vollständigen Gliedern wie ein Hauptregiment innerhalb von 8", wenn ermittelt wird, ob die Einheit standhaft ist. Während der gegnerischen Angriffsphase dürfen Unterstützungstruppen eine der folgenden Aktionen durchführen: 1. Sofort nachdem ein nicht im Nahkampf gebundenes Hauptregiment innerhalb von 8" eine Angriffsreaktion außer einer obligatorischen Flucht Angrifssreaktion ansagt, darf die Unterstützungstruppe Stehen und Schießen, als ob der Gegner einen Angriff gegen sie an ihrer aktuellen Position angesagt hätte (wende die normalen Regeln für die Stehen und Schießen-Angriffsreaktion an). 2. Sofort nachdem alle gegnerischen Einheiten ihre Angriffsbewegungen durchgeführt haben, dürfen Unterstützungstruppen innerhalb von 8" um ein Hauptregiment, das in dieser Phase erfolgreich angegriffen wurde, einen Gegenangriff starten. Wähle dazu eine gegnerische Einheit, die das Hauptregiment erfolgreich angegriffen hat, und sage mit der gesamten Unterstützungstruppe einen Angriff gegen sie an. Wende alle üblichen Regeln für Angriffe für diesen Angriff außer der Reihe an (wie Sichtlinie, Frontbereich, Auswürfeln der Angriffsreichweite, maximal ein Schwenk, usw.). Kombiniere beim Berechnen des Kampfergebnisses in der folgenden Nahkampfphase (unter Berücksichtigung der regulären Einschränkungen) die Gliederboni des Hauptregiments und bis zu einer Unterstützungstruppe, die einen erfolgreichen Untersützungsangriff durchgeführt hat, bis zu einem Maximum von +6.
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as [b]Insignificant[/b] by Parent Units. Support Units within 8" of at least one Parent Unit gain [b]Fight in Extra Rank[/b] and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.
Zeloten
Prälaten dürfen sich dieser Einheit anschließen und erhalten [b]Furchtlos[/b] und [b]Unerschütterlich[/b], solange sie der Einheit angeschlossen sind.
Zealots
Prelates may join the unit and gain [b]Fearless[/b] and [b]Unbreakable[/b] while joined to the unit.

Magic Items usable by the army

DE EN
Schwarzstahl
Der Träger erhält +1 Rüstung und [b]Angst[/b]. Ist das Modell zu Fuß, erhält der Träger zusätzlich +1 Rüstung.
Blacksteel
The wearer gains +1 Armour and [b]Fear[/b]. If taken by a model on foot, the wearer gains an additional +1 Armour.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Todesurteil
Attacken mit dieser Waffe erhalten [b]Schlachtfokus[/b] und werden zu [b]Magischen Attacken[/b]. Wenn mit ihr ein Treffer gegen eine gegnerische Einheit gelandet wird, erhalten befreundete Modelle mit Hauptregiment oder Unterstützungstruppe in derselben Phase in nachfolgenden Initiativeschritten [b]Schlachtfokus[/b] mit Attacken, die derselben gegnerischen Einheit zugewiesen werden.
Death Warrant
Attacks made with this weapon gain [b]Battle Focus[/b] and become [b]Magical Attacks[/b]. If a hit is scored with it against an enemy unit, friendly models with Parent Unit or Support Unit gain [b]Battle Focus[/b] with attacks allocated towards the same enemy unit in the same phase in subsequent Initiative Steps.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Schild des Volund
Während er diesen Schild benutzt, verlieren Attacken gegen den Träger mit [b]Todesstoß[/b] und/oder [b]Schlachtfokus[/b] diese Angriffsattribute.
Shield of Volund
While using this Shield, attacks against the bearer's model with [b]Lethal Strike[/b] and/or [b]Battle Focus[/b] lose these Attack Attributes.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Wintermantel
Der Träger erhält [b]Ablenkend[/b], [b]Rettungswurf (5+)[/b] und [b]Rettungswurf (2+, gegen Flammenattacken)[/b]. Dem Träger misslingen automatisch alle Zähigkeitswürfe.
Winter Cloak
The bearer gains [b]Aegis (2+, against Flaming Attacks)[/b], [b]Aegis (5+)[/b], and [b]Distracting[/b]. The bearer automatically fails all Fortitude Saves.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Karadons Rennpferd
Nur eine Anwendung. Darf zu Beginn eines eigenen Spielerzugs aktiviert werden. Für die Dauer dieses Spielerzugs müssen alle befreundeten Einheiten innerhalb von 6" um den Träger misslungene Angriffswürfe wiederholen.
Karadon's Courser
One use only. May be activated at the start of any friendly Player Turn. For the duration of this Player Turn, friendly units within 6" of the bearer [b]must[/b] reroll failed Charge Range rolls.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Das Licht von Sonnstahl
Attacken mit dieser Waffe verwunden automatisch, haben [b]immer[/b] Rüstungsdurchschlag 10 und werden zu [b]Magischen Attacken[/b].
The Light of Sonnstahl
Attacks made with this weapon wound automatically, [b]always[/b] have Armour Penetration 10, and become [b]Magical Attacks[/b].
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Flamme des Vorbilds
Wähle nach der Zauberauswahl (während Schritt 8 der Spielvorbereitung) ein einzelnes Hauptregiment. Zu Beginn jeder eigenen Nahkampfphase, falls sich der Träger innerhalb von 18" um die gewählte Einheit befindet, darf der kontrollierende Spieler eine einzelne Schleiermarke aus seinem Schleiermarkenvorrat ablegen, um allen R&F-Modellen in der gewählten Einheit bis zum Ende der Phase [b]Todesstoß[/b] und [b]Magische Attacken[/b] zu verleihen.
Exemplar's Flame
Choose a single Parent Unit after Spell Selection (at step 8 of the Pre-Game Sequence). At the start of any friendly Melee Phase, if the bearer is within 18" of the chosen unit, the owner may choose to discard a single Veil Token from their Veil Token pool to grant all R&F models in the chosen unit [b]Lethal Strike[/b] and [b]Magical Attacks[/b] until the end of the phase.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Hexenhammer
Wenn der Träger diese Waffe benutzt, wird sein Attackewert auf 5 [b]gesetzt[/b] und Attacken mit ihr erhalten [b]Schlachtfokus (gegen Kanalisieren)[/b] und werden zu [b]Magischen Attacken[/b].
Hammer of Witches
The bearer's Attack Value is [b]set[/b] to 5 while using this weapon, and attacks made with it gain [b]Battle Focus (against Channel)[/b] and become [b]Magical Attacks[/b].
Hexenfeuerschutz
Der Träger erhält [b]Rettungswurf (4+, gegen Magische Attacken)[/b], während er diesen Schild benutzt.
Witchfire Guard
The bearer gains [b]Aegis (4+, against Magical Attacks)[/b] while using this Shield.
Imperiales Siegel
Der Träger erhält +3 Rüstung und +1 Disziplin. Die Einheit des Trägers kann Fliehen nicht freiwillig als Angriffsreaktion wählen.
Imperial Seal
The wearer gains +3 Armour and +1 Discipline. The wearer's unit cannot voluntarily declare Flee as a Charge Reaction.
King Slayer
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Sunnas Medaillon
Wenn der Träger in einem Duell kämpft, wähle einen einzelnen Modellteil, mit dem der Träger kämpft. Dies kann kein Modellteil mit Angeschirrt oder Unbelebt sein. Der Träger und der ausgewählte Modellteil [b]müssen[/b] ihre korrespondierenden unmodifizierten Eigenschaftswerte für Attackewert, Stärke, Rüstungsdurchschlag, Agilität und Widerstandsfähigkeit tauschen. Dies wird durchgeführt, bevor weitere Modifikatoren angewendet werden. Nutze wenn der gewählte Modellteil Teil eines Mehrteiligen Modells ist, stattdessen die Widerstandsfähigkeit des kombinierten Models.
Locket of Sunna
When fighting a Duel, choose a single model part with neither Harnessed nor Inanimate that the bearer is fighting with. The bearer and the chosen model part [b]must[/b] swap their corresponding unmodified Characteristic values of Attack Value, Strength, Armour Penetration, Agility, and Resilience. This is done before applying other modifiers. If the chosen model part is part of a Multipart Model , use the Multipart Model's Resilience value instead.
Mantel des Ullor
Gegnerische Einheiten innerhalb von 6" um den Träger erhalten nicht +1 Agilität für Angriffsschwung.
Mantle of Ullor
Enemy units within 6" of the bearer do not gain +1 Agility for Charging Momentum.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Magic Standards usable by the army

DE EN
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner der Einigkeit
Jedes Mal, wenn die Einheit des Trägers Ziel eines Befehls ist, darf sie sofort einer einzelnen Unterstützungstruppe innerhalb von 8" um die Einheit des Trägers einen zusätzlichen Befehl erteilen.
Banner of Unity
Whenever the bearer's unit is targeted by an Order, it may immediately give an Order to a single Support Unit within 8" of the bearer's unit.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Hausstandarte
Ist der General Teil der Einheit des Trägers, wird die Reichweite seiner Befehlsgewalt um 6" erhöht.
Household Standard
If the General is part of the bearer's unit, its Commanding Presence range is increased by 6".
Wimpel des Scharfschützen
Die Einheit des Trägers erleidet nicht den -1 Trefferwurfmodifikator für Stehen und Schießen- Angriffsreaktionen.
Marksman's Pennant
The bearer's unit does not suffer the -1 to-hit modifier for Stand and Shoot Charge Reactions.

Units od the army

DE EN
Marschall
Marshal
Ritterlicher Hochmeister
Knight Commander
Zauberer
Wizard
Prälat
Prelate
Techniker
Artificer
Inquisitor
Inquisitor
Pferd
Horse
Pegasus
Pegasus
Junger Greif
Young Griffon
Großer Greif
Great Griffon
Drache
Dragon
Kriegsaltar
Altar of Battle
Arkanes Gespann
Arcane Engine
Schwere Infanterie
Heavy Infantry
Leichte Infanterie
Light Infantry
Staatsmiliz
State Militia
Kurfürstliche Kavallerie
Electoral Cavalry
Knightly orders
Knightly orders
Imperiale Garde
Imperial Guard
Ritter des Sonnengreifen
Knights of the Sun Griffon
Arkanes Gespann
Arcane Engine
Imperiale Kundschafter
Imperial Rangers
Kürassiere
Reiters
Artillerie
Artillery
Flagellanten
Flagellants
Dampfpanzer
Steam Tank
Imperial Giant
Imperial Giant