 
Correspondence of translations with another language
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| Apprentice 
                  This Wizard knows the first spell of its chosen Path of Magic.
                 | Apprentice 
              This Wizard knows the first spell of its chosen Path of Magic.
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| Aspen Bow 
                  Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot. No Aim modifier of any kind.
                 | Aspen Bow 
              Shots 1, Range 24″, Str 3, AP 0. First 3 ranks shoot. No Aim modifier of any kind.
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| Death is Only... 
                  The Caster may declare to cast an amplified version of its spells: the Casting Value increases by 2 and, if successful, it also casts Death is Only the Beginning on the same target.
                 | Death is Only... 
              The Caster may declare to cast an amplified version of its spells: the Casting Value increases by 2 and, if successful, it also casts Death is Only the Beginning on the same target.
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| Devastating Charge 
                  In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
                 | Devastating Charge 
              In the first round of a combat after a model with Devastating Charge has successfully charged, it gains the bonus(es) indicated in parentheses.
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| Fear 
                  Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
                 | Fear 
              Units in contact with one or more models causing Fear suffer −1 Discipline. Units with Fear are immune to the effects of Fear.
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| Fearless 
                  If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
                 | Fearless 
              If half or more of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing), and is immune to the effects of Fear.
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| Grind 
                  Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
                 | Grind 
              Grind is a Melee Special Attack which is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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| Impact 
                  Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
                 | Impact 
              Impact is a Melee Special Attack which must only be made during the first Round of Combat after successfully charging, and only against an enemy unit in the model’s Front Facing. This attack is resolved at Agility 10 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model’s Strength and AP, unless indicated otherwise.
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| Light Troops 
                  Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
                 | Light Troops 
              Units with Light Troops are treated as single model units. They are allowed to make any number of Pivots when performing an Advance or March move, they are allowed to shoot even if they Marched, and always count as having 0 ranks. Characters gain Light Troops while joined to a unit with Light Troops.
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| Monstrous Support 
                  Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
                 | Monstrous Support 
              Models with Monstrous Support may make up to 3 Supporting Attacks instead of 1.
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| Poison 
                  If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
                 | Poison 
              If the attack successfully hits with a natural Hit roll of ‘6’, it automatically wounds with no Wound roll needed. All other hits must roll to wound as normal.
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| Stomp 
                  Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
                 | Stomp 
              Stomp is a Melee Special Attack which must only be made against enemy units in 20×20 or 25×25mm bases. This attack is resolved at Agility 0 and inflicts a number of automatic hits as indicated in parentheses. These hits are resolved at the model´s Strength and AP, unless indicated otherwise.
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| Swiftstride 
                  When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
                 | Swiftstride 
              When a unit composed entirely of models with Swiftstride rolls Charge Range or a Flee / Pursuit / Overrun Distance, it rolls 3D6 and discards the lowest D6 rolled.
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| Towering 
                  The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
                 | Towering 
              The model can never join a unit or be joined by a Character. When drawing Line of Sight to and from models with Towering, ignore all intervening models without Towering. For the purposes of Steadfast, Towering single models count as having 1 rank.
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| Undead 
                  Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence.
At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
                 | Undead 
              Undead cannot March unless their move starts within 12″ of a Friendly model with Commanding Presence.
At the end of the phase in which the General is removed as a casualty, Undead units must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed.
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| Undying Will 
                  R&F models in the unit gain +2 Off, +2 Def and its shooting weapon’s Aim is set to 4+.
                 | Undying Will 
              R&F models in the unit gain +2 Off, +2 Def and its shooting weapon’s Aim is set to 4+.
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| Unstable 
                  Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
                 | Unstable 
              Units with Unstable automatically pass all Break Tests. When an Unstable unit loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
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| Vanguard 
                  After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling.
If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
                 | Vanguard 
              After Deployment and before the first turn starts, units composed entirely of models with Vanguard may perform a 6″ move. The move is performed as a combination of Advance Move and/or Pivots, as in the Movement Phase, including any actions and restrictions the unit would normally have such as Wheeling.
If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Units that have moved in this way may not Declare Charges in the first Player Turn if their side has the first turn.
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