Unsterbliche Dynastien

Unsterbliche Dynastien

Correspondence of translations with another language

Rules and Equipments used by the army

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Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Rettungswurf
Aegis
Afflict
Afflict
Hinterhalt
Ambush
Hellebarde
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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.
Bogen
Bow
Heilige Arche
Alle befreundeten Zauberer addieren +6" auf die Reichweite ihrer nicht gebundenen Zauber für jede Arche der Zeitalter innerhalb von 12" um den Zauberer. Zauber des Typs Aura erhalten stattdessen nur +3" auf ihre Reichweite.
Sacred Ark
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
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
Aspen Arrows
Aspen Arrows
Atemattacke
Breath Attack
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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
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.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
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
Schwieriges Ziel
Hard Target
Beseelte Statue
Das Modell erhält [b]Undead[/b] und [b]Staub zu Staub[/b]. Falls mehr als die Hälfte der Modelle einer Einheit die Regel Beseelte Statue hat, wird die Anzahl der Lebenspunktverluste dieser Einheit durch Staub zu Staub und Instabil um 1 reduziert.
Ensouled Statue
The model gains [b]Undead[/b] and [b]Dust to Dust[/b]. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
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.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
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.
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.
Staub zu Staub
Am Ende der Phase, in der der Hierophant als Verlust entfernt wurde, muss jede Einheit in der Armee mit Staub zu Staub, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Hierophant als Verlust entfernt wurde, darf ein neuer Hierophant ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell. Dieses Charaktermodell wird der neue Hierophant. Zu Beginn jedes eigenen Spielerzugs, nachdem der Hierophant als Verlust entfernt wurde und kein neuer Hierophant gewählt wurde, [b]muss[/b] jede Einheit mit Staub zu Staub erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust [b]must[/b] 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. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust [b]must[/b] once again pass a Discipline Test or lose Health Points as described above.
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
Göttliches Licht
Gegnerische Zauberer innerhalb von 36"" um eine oder mehrere Laden von Phatep erleiden einen -1 Modifikator auf ihre Zauberwürfe. Wenn eine Lade von Phatep als Verlust entfernt wird, erleiden alle Einheiten innerhalb von 12" 3W3+3 Treffer mit Stärke 1 und Rüstungsdurchschlag 10.
Divine Light
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
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.
Emplacement
Emplacement
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.
Exclusive
Exclusive
Ewiger Wächter
Wenn ein Modell mit dieser Regel eine Wunde durch eine Attacke mit Multiple Lebenspunktverluste erleidet, halbiere die Anzahl an Lebenspunktverlusten, zu der diese (aufgrund von Multiple Lebenspunktverluste) multipliziert werden, wobei aufgerundet wird.
Eternal Guardian
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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.
Giant See, Giant Do
Giant See, Giant Do
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
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.
Instabil
Unstable
Leichte Lanze
Light Lance
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.
Phateps Fluch
Sofern das Modell keine Vorrück- oder Marschbewegung während des aktuellen Spielerzugs durchgeführt hat, kann es folgenden gebundenen Zauber mit Energiestufe (6/6) wirken: Typ: Schaden, Fluch, Range 36". Dauer: Sofort. Das Ziel [b]muss[/b] einen Disziplintest mit einem zusätzlichen W6 ablegen. Misslingt der Test, erleidet die Einheit einen Treffer für jeden Punkt, um den der Test misslang. Diese Treffer verwunden automatisch und haben Rüstungsdurchschlag 10.
Phatep's Curse
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target [b]must[/b] take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
Untot
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Undead
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Mount
Mount
Petrifying Gaze
Shooting Weapon. Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire. When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Petrifying Gaze
Shooting Weapon. Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire. When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.
Rage
Rage
Skeleton
Skeleton
Spirit
Spirit
Statue
Statue
Unsterblicher Wille
EinheitenmiteinemodermehrerenModellenmitUnsterblicherWilleerhalten+2Offensivfertigkeit, +2Defensivfertigkeit und [b]Lethal Strike[/b] und ersetzen die Zielgenauigkeit ihrer Schusswaffen mit (4+). Charaktermodelle, Bestien, Modelle mit Beseelte Statue und Modellteile mit Angeschirrt sind von Unsterblicher Wille nicht betroffen.
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, [b]Lethal Strike[/b], and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
Weakness
Weakness

Magic Items usable by the army

DE EN
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.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn. Card Number Effects applied to all models on the Battlefield 1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain. 2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks. 3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls. 4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Gesegnete Binden
Der Träger erhält +1 Lebenspunkt und verliert Brennbar, sofern er es hatte (beachte, dass dies nicht verhindert, dass das Modell aus einer anderen Quelle Brennbar erhält).
Blessed Wrappings
The bearer gains +1 HP and loses Weakness (Flaming Attacks) if it had it. (Note that this does not prevent the model from gaining Weakness (Flaming Attacks) from other sources).
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.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
Segen des Schakals
Der Träger erhält +2 Lebenspunkte und [b]Fortitude (5+)[/b].
Jackal's Blessing
+2 HP and Fortitude (5+).
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.
Das Buch der Toten
Der Träger kann Der Tod ist nur der Anfang als gebundenen Zauber (4/8) mit folgender Abwandlung wirken: Die Reichweite des Zaubers ändert sich zu 12" Aura.
Book of the Dead
The bearer can cast Death is Only the Beginning as a Bound Spell (4+). The spell’s Type is changed to: Range 12″ and Aura. Note that no increase in Casting Value is required when targeting units with Height 5.
Sandsturmmantel
Der Träger erhält [b]Fly (5", 15")[/b], Light Troops, und Swiftstride, und kann eine [b]Sweeping Attack[/b] durchführen, die 2W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 1 verursacht.
Sandstorm Cloak
The bearer’s Mob is set to 8, and it gains Autonomous, Fly, Sweeping Attack (2D6 hits, Str 2, AP 1), and Swiftstride
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).
Krone der Pharaonen
Der Träger erhöht die Reichweite seiner Befehlsgewalt um 6". Zu Beginn jedes eigenen Spielerzugs darf der Träger Unsterblicher Wille verlieren und eine Einheit innerhalb von 12" auswählen. Diese Einheit profitiert von Unsterblicher Wille bis zum Beginn des nächsten eigenen Spielerzugs.
Crown of the Pharaohs
At the start of each of your Player Turns, the bearer may lose Undying Will and choose a friendly unit within 12″. This unit gains Undying Will. Both effects have Duration: One Turn
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Totenmaske von Teput
Modelle in gegnerischen Einheiten in Basekontakt mit dem Träger erleiden -2 Offensivfertigkeit.
Death Mask of Teput
Horror and Petrifying Gaze (See Sand Stalkers).
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.
Umarmung der Sonne
Der Träger erhält [b]Distracting[/b], während er diesen Schild benutzt.
Sun's Embrace
Distracting (1).
Geissel der Könige
Wenn der Träger diese Waffe benutzt, wird sein Attackewert auf 6 [b]gesetzt[/b]. Attacken mit dieser Waffe werden [b]Magische Attacken[/b] und [b]müssen[/b] misslungene Verwundungswürfe in einem Duell wiederholen.
Scourge of Kings
Att is set to 6. While the wielder is a Duellist, it gains Zeal.
Geweihte Sanduhr
Der Träger darf misslungene Zauberversuche wiederholen, die mit 2 Magiewürfeln unternommen wurden (wobei beide Magiewürfel wiederholt werden müssen).
Sacred Hourglass
The first time each Magic Phase that the bearer fails a Casting Roll for a Learned Spell that was targeting a friendly unit, the bearer may reroll all Magic Dice for this Casting Roll
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+.
Götterschlächter
Der Träger erhält +1 Attackewert, wenn diese Waffe benutzt wird. Attacken mit dieser Waffe werden zu [b]Divine Attacks[/b], [b]Magical Attacks[/b] und erhalten [b]Multiple Lebenspunktverluste (2, gegen Rettungswurf)[/b] (beachte, dass letzteres auch gegen Modelle gilt, die einen bedingten Rettungswurf haben, z.B. (2+, gegen Flammenattacken)).
Godslayer
+1 Att, Divine Attacks and Multiple Wounds (2, towards Aegis (X+)*). *Note that the latter also applies against models with Aegis Saves with Conditional Applications.
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those listed in the Unit Entries. Any Unit Entry using this option must have the new base size noted on the Army List, and all models in the unit must have the same Base Size. The new bases must: • Be between 100% – 125% of the original width. • Be between 100% – 150% of the original depth. • Both width and depth must be divisible by 5 mm.
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
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.
Rösser von Nephet-Ra
Modelle in der Einheit des Trägers, die mindestens einen Skelettpferd- Modellteil enthalten, erhalten [b]Ghost Step[/b] und +4" Marschrate.
Steeds of Nephet-Ra
Skeletal Horse model parts in the bearer’s unit gain Ghost Step and Grind Attack (1 hit, Str 3, AP 0, Flaming Attacks).
Obsidian Rock
Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
Schriftrolle der Austrocknung
Nach der Auswahl der Aufstellungszonen (am Ende von Schritt 6 der Spielvorbereitung), wähle ein Wald-, Gewässer- oder Feld-Geländestück. Dieses Geländestück gilt nicht länger als das Geländestück, das es war, und verliert alle entsprechenden Regeln. Es wird als Gefährliches Gelände (1) für alle gegnerischen Einheiten behandelt.
Scroll of Desiccation
During Pre-game Selections, choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain for all enemy units.
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Sekhem-Szepter
Der Träger erhält [b]Autonom[/b] und [b]Stubborn[/b].
Sekhem Sceptre
The bearer gains Stubborn.
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.
Spell Scroll (inescapable Doom)
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 (inescapable Doom)
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+).
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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 Begrabenen
Ein Charaktermodell, das dieses Banner trägt, erhält [b]Unterirdischer Hinterhalt[/b]. Falls das Banner von einem R&F-Modell getragen wird, erhält die Einheit des Trägers Unterirdischer Hinterhalt und der Einheit können keine zusätzlichen Modelle beim Erstellen der Armeeliste hinzugefügt werden. Modelle mit Höhe Standard, die durch dieses Banner im Hinterhalt aufgestellt werden, [b]müssen[/b] in einer Formation mit genau 5 Modellen pro Glied (außer dem letzten) aufgestellt werden und können keine Neuformierung (oder Schnelle Neuformierung) während dieses Spielerzugs durchführen. Eine Einheit mit Unterirdischer Hinterhalt zählt zusätzlich zu Begraben.
Banner of the Entombed
If taken by a Character, the bearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
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.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Bloodless Banner
Friendly units within 6″ of the bearer’s unit gain Immune (Poison Attacks).
Bloodless Banner
Friendly units within 6″ of the bearer’s unit gain Immune (Poison Attacks).
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.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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
Pharaoh
Pharaoh
Nomarch
Nomarch
Todeskult Hierarch
Death Cult Hierarch
Skelettpferd
Skeletal Horse
Skelettstreitwagen
Skeleton Chariot
Amuut
Amuut
Arche der Zeitalter
Ark of Ages
Sha Wächter
Sha Guardian
Skeleton Warriors
Skeleton Warriors
Skelettbogenschützen
Skeleton Archers
Skelettkavallerie
Skeleton Cavalry
Skelettkundschafter
Skeleton Scouts
Skelettstreitwagen
Skeleton Chariots
Nekropolenwächter
Necropolis Guard
Gruftkataphrakte
Tomb Cataphracts
Shabtis
Shabtis
Große Aasgeier
Great Vultures
Skarabäenschwärme
Scarab Swarms
Lade von Phatep
Casket of Phatep
Shabti-Schützen
Shabti Archers
Sandschleicher
Sand Stalkers
Leichenkatapult
Charnel Catapult
Sandskorpion
Sand Scorpion
Kriegssphinx
Battle Sphinx
Schreckenssphinx
Dread Sphinx
Grabseelenernter
Tomb Reapers
Koloss
Colossus
Ancient Giant
Ancient Giant