Imperium Von Sonnstahl

Imperium Von Sonnstahl

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
Rettungswurf
Aegis
Bogen
Bow
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
Leichte Rüstung
Armor +1
Light Armour
Armor +1
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.
Niedertrampeln-Attacke
Stomp Attacks
Attached
Attached
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.
Aura of Power
Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
Aura of Power
Units within 8″ of one or more friendly models with Aura of Power gain +2 Def and +2 Off. Model parts with Mount are not affected. The model can cast its chosen spell as a Bound Spell (5+).
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.
Beast
Beast
Grenzer
Das Modell besteht automatisch durch Entsetzen verursachte Paniktests.
Beast Hunters
Attack Attribute – Shooting. Attacks made with a Bow gain Lethal Strike (towards Height 5) and Zeal (towards Height 5).
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.
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
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)).
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
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.
Kämpft aus zusätzlichem Glied
Fight in Extra Rank
Construct
Construct
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.
Disciplined
Disciplined
Dying Blow
Dying Blow
Emplacement
Emplacement
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.
Entsetzen
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
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].
Exclusive
Exclusive
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.
First Strike
First Strike
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.
Fury
Fury
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.
Human
Human
Instabil
Unstable
Kein Anführer
The model cannot be the General.
Not a Hero
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.
Metal Armour
Metal Armour
Mount
Mount
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
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.
Resistance
Resistance
Shoot in Extra Rank
Shoot in Extra Rank
Steam Cannon
Name Aim Range Shots Str AP Attack Attributes Steam Cannon 3+ 36″ 1 5 2 Area Attack (1×5), Artillery, Direct Hit (D3+1), Unwieldy (1)
Steam Cannon
Name Aim Range Shots Str AP Attack Attributes Steam Cannon 3+ 36″ 1 5 2 Area Attack (1×5), Artillery, Direct Hit (D3+1), Unwieldy (1)
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.
Unruly
Unruly

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
Immune (Flaming Attacks, Lightning Attacks). +1 Arm. If the wearer is on foot, it gains an additional +1 Arm.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
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
+X Att, +X Str, and +X AP, where “X” is the number of friendly Parent Units and Support Units of Height 1 (including the bearer’s unit if applicable) Engaged in the same Combat as the wielder.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
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
Immune (Fury, Lethal Strike).
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 Aegis (3+, against Flaming Attacks), Aegis (5+), and Distracting (1). The bearer automatically fails all Fortitude Saves.
Mimic Cloak
Stand Behind
Mimic Cloak
Stand Behind
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Hero's Heart
+1 Att, and always at least Str 5 and AP 2.
Hero's Heart
+1 Att, and always at least Str 5 and AP 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).
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
Dusk Forged
The bearer must reroll its failed Armour Saves. The bearer automatically fails any Special Save, regardless if using the Shield or not.
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
AP 10. Wounds automatically.
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Elixir of Negation
Aegis (3+, against Magical Attacks).
Elixir of Negation
Aegis (3+, against Magical Attacks).
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). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
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). Select spells for both Paths on the Army List as normal. During Spell Selection, choose which one of the two Paths to use. The bearer cannot select Master Spells.
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
The bearer can cast Living Steel (Alchemy) as a Bound Spell (5+).
Ghostly Guard
+2 Arm against non-Magical Attacks.
Ghostly Guard
+2 Arm against non-Magical Attacks.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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
Att is set to 5. Fury (towards Channel (X)).
Hexenfeuerschutz
Der Träger erhält [b]Rettungswurf (4+, gegen Magische Attacken)[/b], während er diesen Schild benutzt.
Witchfire Guard
Aegis (4+, against Magical Attacks).
Imperiales Siegel
Der Träger erhält +3 Rüstung und +1 Disziplin. Die Einheit des Trägers kann Fliehen nicht freiwillig als Angriffsreaktion wählen.
Imperial Seal
Arm is set to 6. +1 Cou. The wearer’s unit cannot voluntarily declare Flee! as a Charge Reaction.
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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
In a Duel, choose one model part without neither Construct nor Mount that the bearer is fighting with. The bearer and the chosen model part must swap their corresponding Characteristic values of Att, Str, AP, and Agi, and their models swap their Res values. This is done before applying other modifiers.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Mantel des Ullor
Gegnerische Einheiten innerhalb von 6" um den Träger erhalten nicht +1 Agilität für Angriffsschwung.
Mantle of Ullor
Enemy units within 8″ of the bearer lose the Charging Momentum Agi bonus and +1 Combat Score from Charging.
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Scroll of Conquest
Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Scroll of Conquest
Friendly units within 6″ of the bearer must reroll failed Charge Range rolls.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Sigil of Protection
+1 Arm.
Sigil of Protection
+1 Arm.
Spell Scroll (Flaming Swords)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (Flaming Swords)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Talisman of Shielding
Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Touch of Greatness
+1 Str and +1 AP.
Touch of Greatness
+1 Str and +1 AP.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Magic Standards usable by the army

DE EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
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 Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Hausstandarte
Ist der General Teil der Einheit des Trägers, wird die Reichweite seiner Befehlsgewalt um 6" erhöht.
Regimental Colours
If the bearer’s unit contains a Captain, the unit is considered to be within range of any model with Orders for the purposes of choosing a target to give an Order.
Wimpel des Scharfschützen
Die Einheit des Trägers erleidet nicht den -1 Trefferwurfmodifikator für Stehen und Schießen- Angriffsreaktionen.
Marksman's Pennant
The bearer’s unit gains Stand and Shoot.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Rending Banner
One use only. May be activated at the start of a Round of Combat, when Choosing Equipment and Abilities. All models in the unit gain +1 AP until the end of combat.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

DE EN
Marschall
Marshal
Ritterlicher Hochmeister
Knight Commander
Battlefield Wizard
Battlefield Wizard
Prälat
Prelate
Techniker
Artificer
Inquisitor
Inquisitor
Pferd
Horse
Pegasus
Pegasus
Junger Greif
Young Griffon
Großer Greif
Great Griffon
Drache
Commanding 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
Blackpowder Artillery
Flagellanten
Flagellants
Dampfpanzer
Steam Tank
Imperial Giant
Imperial Giant