Krieger Der Dunklen Götter

Krieger Der Dunklen Götter

Correspondence of translations with another language

Rules and Equipments used by the army

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Zauberadept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Wizard Adept
- Knows 2 spells. - Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
Rettungswurf
Aegis
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.
Extra Support
Extra Support
Unverbrannt
Flammenattacken, die gegen das Modell durchgeführt werden, [b]müssen[/b] erfolgreiche Verwundungswürfe wiederholen. Zusätzlich behandelt das Modell alle Einheiten, die vollständig aus Modellen ohne Unverbrannt bestehen, als entbehrlich.
Unburnt
Successful to-wound rolls of attacks that are Flaming Attacks made against the model [b]must[/b] be rerolled. In addition, the model considers all units consisting entirely of models without Unburnt as Insignificant.
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
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
Sweeping Attack
This attack may be used by units containing models with Sweeping Attack. When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially). The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile. These attacks hit automatically and count as ranged Special Attacks. Each Sweeping Attack can only be performed once per Player Turn.
Sweeping Attack
This attack may be used by units containing models with Sweeping Attack. When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially). The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile. These attacks hit automatically and count as ranged Special Attacks. Each Sweeping Attack can only be performed once per Player Turn.
Aufpralltreffer
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Vorhut
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
Schlachtfieber
Einheiten mit mehr als der Hälfte der Modelle mit Schlachtfieber müssen misslungene Panik- und Aufriebstests wiederholen.
Battle Fever
Units with more than half of their models with Battle Fever [b]must[/b] reroll failed Panic and Break Tests.
Beacon of the Dark Gods
Universal Rule. Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Hellfire (Hereditary Spell)
Beacon of the Dark Gods
Universal Rule. Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Hellfire (Hereditary Spell)
Beast
Beast
Bedeutungslos
Insignificant
Schwieriges Ziel
Hard Target
Legendary Beasts
The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
Legendary Beasts
The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
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.
Sterbende Glut
Nachdem die Atemattacke verwendet wurde, verliert das Modell einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind.
Dying Embers
After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.
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.
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.
Zauberkonklave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
Wizard Conclave
The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept. This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave. This overrides the Spell Selection rules connected to being a Wizard Adept.
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.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Daemon
Daemon
Taten statt Worte
Der Modellteil erhält [b]Battle Focus[/b] und [b]Hatred[/b], sofern er sich in einer Einheit befindet, die ein oder mehrere R&F-Modelle mit Schlachtfieber enthält.
Deeds not Words
The model part gains [b]Battle Focus[/b] and [b]Hatred[/b] while joined to one or more R&F models with Battle Fever.
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.
Dying Blow
Dying Blow
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
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.
Feldrak
Feldrak
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.
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Portal
Am Ende jeder eigenen Magiephase kann jeder Höllenschlund eine der folgenden Aktionen durchführen: • [b]Ein Portal öffnen:[/b] Markiere einen einzelnen Punkt auf dem Spielfeld mit einem Portalmarker. Ieser Punkt muss sich in Sichtline und 24" des Höllenschlunds und weiter als 6" entfernt von gegnerischen Einheiten befinden. Es können sich niemals mehr als 4 eigene Portalmarker (inklusive unheilbringender Portale) auf dem Spielfeld befinden. • [b]Ein Portal schließen:[/b] Wähle einen eigenen Portalmarker, dessen Mittelpunkt in Sichtline und innerhalb 24" des Höllenschlunds liegt. Alle Einheiten innerhalb von 6" um den Mittelpunkt des Markers erleiden W6 Treffer mit [b]Toxische Attacken[/b] und [b]Magische Attacken[/b]. Anschließend wird der Marker entfernt. Wenn alle befreundeten Höllenschlunde als Verluste entfernt wurden, schließe sofort sofort alle befreundeten Portale wie hier beschrieben. Eine freundliche Einheit darf sich entscheiden ein Portal zu betreten, wenn die folgenden Bedingungen erfüllt sind: • Die Einheit enthält keine Gigantischen Modelle. • Die Einheit ist in Kontakt mit dem Mittelpunkt eines freundlichen Portalmarkers. • Alle Modelle in der Einheit haben soeben eine Vorrückbewegung oder eine Marschbewegung durchgeführt, und kein andere Modell hat sich seitdem bewegt. Entferne die Einheit vom Spielfeld. Die Einheit: 1. Wird dann zurück auf dem Spielfeld platziert, innerhalb von 3" des Mittelpunkts eines beliebigen anderen befreundeten Portalmarkers. Kein Modell darf dabei weiter als seine Marschrate vom Mittelpunkt des gewählten Markers platziert werden. 2. [b]Muss[/b] die gleiche Formation besitzen, darf aber in beliebiger Ausrichtung aufgestellt werden. 3. [b]Muss[/b] die Einheitenabstandsregel befolgen. 4. Erleidet W6+X Treffer mit [b]Toxische Attacken[/b] und [b]Magische Attacken[/b], die vom Besitzer verteilt werden, wobei X der Anzahl der Glieder der Einheit entspricht. Treffern, die auf Modelle mit Höllengeschmiedete Rüstung oder Metaphysisch verteilt werden, misslingt automatisch der Verwundungswurf. 5. Verliert Punktend bis zum nächsten eigenen Spielerzug. Nur eine einzelne Einheit darf den gleichen Portalmarker in jedem Spielerzug verlassen.
Gateway
At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • [b]Open a Gateway:[/b] Mark a single point on the Battlefield with a Gateway Marker. This point [b]must[/b] be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • [b]Close a Gateway:[/b] Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b]. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. [b]Must[/b] have the same formation, but may face any direction. 3. [b]Must[/b] follow the Unit Spacing rule. 4. Suffers D6 + X hits with [b]Toxic Attacks[/b] and [b]Magical Attacks[/b], distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.
Giant
Giant
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Giant See, Giant Do
Universal Rule. The model gains Battle Fever.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hand-and-a-Half
Hand-and-a-Half
Hell-Forged Armour
Armour Equipment Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Hell-Forged Armour
Armour Equipment Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)
Hoffnungslos
Das Modell kann keine Niedertrampeln-Attacken durchführen und kann, wenn es sich im 2. Glied befindet und nicht in Basekontakt mit einem gegnerischen Modell ist, Zermalmen-Attacken über das Modell im 1. Glied direkt vor ihm hinweg durchführen. Wenn ein Modell mit Hoffnungslos durch eine Nahkampfattacke getötet wird, entferne es erst am Ende von Initiativeschritt 0 als Verlust. Eine Einheit mit mindestens einem Modell mit Hoffnungslos darf nie mehr Glieder als Reihen haben.
Irredeemable
The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.
Human
Human
Instabil
Unstable
Lasst die Hunde los
Nur eine Anwendung. Kann zu Beginn eines befreundeten Spielerzugs aktiviert werden (alle Modelle in einer Einheit müssen diese Regel zur gleichen Zeit aktivieren). Das Modell erhält während dieses Spielerzugs +6" Marschrate und [b]Vernichtender Angriff (+1 Att, +1 Str)[/b].
Release the Hounds
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and [b]Devastating Charge (+1 Att, +1 Str)[/b] during this Player Turn.
Lebende Legende
Das Limit für Sagenhafte Ungeheuer wird auf Max. 45% erhöhtquot;. Während sich das Modell auf dem Spielfeld befindet, dürfen befreundete Modelle mit Fliegen keine Flugbewegung durchführen.
Primal Legend
If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.
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.
Magieresistenz
Magic Resistance
Manifestation
Während der Zauberauswahl [b]muss[/b] jeder Erhabene Herold zwei verschiedene Manifestationen aus der nachfolgenden Liste wählen und ihre Effekte während des Spiels anwenden. Das Modell [b]muss[/b] 3 Zauber auswählen aus den Zaubern, die in den gewählten Manifestationen aufgeführt werden, Wrath of God (Thaumaturgy) und Höllenfeuer (Hereditary Spell). Dies ersetzt die normalen Regeln für die Zauberauswahl von Zauberadepten. Zusätzlich wird Guiding Light (Divination) zum Attributzauber für alle nichtgebundenen Zauber, die durch das Modell gewirkt werden, und ersetzt den jeweiligen Attributzauber des Zaubers, sofern vorhanden.
Manifestation
During Spell Selection, the Exalted Herald [b]must[/b] choose two different Manifestations from the list below and apply the effects during the game. The model [b]must[/b] select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.
Meeting of Minds
Universal Rule. The model gains +4” March Rate for ground movement.
Meeting of Minds
Universal Rule. The model gains +4” March Rate for ground movement.
Metal Armour
Metal Armour
Metaphysisch
Supernal
Mindless
Mindless
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.
Pfad der Verbannten
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Ausgestoßenen [b]müssen[/b] misslungene Aufriebstests wiederholen. Am Ende von Schritt 7 des Ablaufs einer Nahkampfrunde (nachdem Aufriebstests abgelegt wurden), führen Modelle mit Pfad der Ausgestoßenen in einer Einheit, der der Aufriebstest misslungen ist, gleichzeitig Nahkampfwaffenattacken durch (ignoriere die Regeln zur Initiativreihenfolge, aber folge ansonsten den normalen Regeln wie für Unterstützungsattacken oder Attacken Zuweisen). Entferne die Modelle anschließend als Verlust. Modelle mit Pfad der Ausgestoßenen können sich keinen Modellen mit Pfad der Begünstigten anschließen und umgekehrt.
Path of the Exiled
Units with more than half of their models with Path of the Exiled [b]must[/b] reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.
Pfad der Begünstigten
Einheiten mit mehr als der Hälfte ihrer Modelle mit Pfad der Begünstigten [b]müssen[/b] misslungene Aufriebstests wiederholen. Zusätzlich erhalten Modellteile mit Pfad der Begünstigten, die zu einem Champion aufgewertet wurden, +1 Lebenspunkt bis zu einem Maximum von 3, und ihr Disziplinwert wird auf 9 [b]gesetzt[/b].
Path of the Favoured
Units with more than half of their models with Path of the Favoured [b]must[/b] reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion gain +1 Health Point to a maximum of 3, and their Discipline is [b]set[/b] to 9.
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.
Spiked Shield
Armour Equipment Models on foot only. Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Spiked Shield
Armour Equipment Models on foot only. Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
Unruly
Unruly
Writhing Mass
When in the second rank and not in contact with any enemy model, the model can make Grind Attack across models in the first rank directly in front of it.
Writhing Mass
When in the second rank and not in contact with any enemy model, the model can make Grind Attack across models in the first rank directly in front of it.

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.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
Rod of Battle
The bearer can cast Living Steel (Alchemy) as a Bound Spell (4+), with the following change: it only affects Melee Attacks.
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.
Brennendes Omen
Attacken, die mit dieser Waffe durchgeführt werden [b]setzen[/b] ihren Rüstungsdurchschlag auf 10, werden [b]Flaming Attacks[/b] und [b]Multiple Wounds (D3)[/b] und erhalten [b]Multiple Lebenspunktverluste (W3)[/b].
Burning Portent
Flaming Attacks and Multiple Wounds (D3), AP set to 10
Shield Breaker
+6 AP.
Shield Breaker
+6 AP.
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.
Death Cheater
+1 Arm and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Supernatural Dexterity
+3 Def and +3 Off.
Supernatural Dexterity
+3 Def and +3 Off.
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).
Dreifach Geschmiedet
Der Träger erhält +3 Rüstung. Falls das Modell des Trägers Riesige Statur hat, kann die Rüstung nicht über 5 hinaus verbessert werden.
Thrice-Forged
Arm set to 6.
Gladiatorenmut
Der Träger erhält +1 Rüstung und [b]Parieren[/b].
Gladiator's Spirit
+1 Arm and Parry.
Unsterbliche Handschuhe
Zu Beginn einer jeden Nahkampfphase darfst du eine Schleiermarke aus deinem Vorrat ablegen. Falls du dies tust, wähle entweder Flammenattacken, Heilige Attacken oder Magische Attacken. Die Nahkampfwaffenattacken des Trägers erhalten das gewählte Angriffsattribut. Der Effekt dauert bis zum Ende der Phase.
Immortal Gauntlets
At the start of any Round of Combat that the bearer is fighting, you may discard a stored Magic Dice. If so, choose either Divine Attacks, Flaming Attacks, or Magical Attacks. The bearer’s Melee Attacks gain the chosen Attack Attribute. The chosen effect lasts until the end of the phase.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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
Seelenregister
Jedes Mal, wenn ein befreundetes Modell ohne Entbehrlich in einer Einheit in 9" um das Modell des Trägers seinen letzten Lebenspunkt aufgrund einer gegnerischen Attacke verliert, erhältst du sofort, bevor du das Modell als Verlust entfernst, eine Schleiermarke für jeden Lebenspunkt, den das Modell zu Beginn des Spiels hatte.
Ledger of Souls
After removing a friendly model without Insignificant in a unit within 9″ of the bearer’s model due to enemy attacks, you gain one Magic Dice at the start of Siphon the Veil of your next Magic Phase. No more than 2 Magic Dice can be gained this way in a Magic Phase.
Meister der Verdammten
Einheiten mit Hoffnungslos innerhalb von 18" um den Träger dürfen den Wurf wiederholen, mit dem die Distanz einer zufälligen Bewegung in der Bewegungsphase ermittelt wird.
Lord of the Damned
Friendly units with Irredeemable within 18″ of the bearer, before rolling the Random Movement distance in the Movement Phase, may choose to apply either Minimised or Maximised to the roll.
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.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Schleiertor-Kugel
Am Ende von Abschöpfen des Schleiers darf die Armee bis zu 6 Schleiermarken anstelle der üblichen 3 behalten.
Veilgate Orb
During Excess Magic the player only discards the Magic Dice on ‘1’ and ‘2’ instead of ‘1’, ‘2’ and ‘3’.
Wyrdstein
Nur eine Benutzung. [b]Muss[/b] aktiviert werden, wenn das Modell des Trägers den ersten Treffer im Spiel erleidet. Dieser Treffer wird ignoriert. Falls der Träger von mehreren gleichzeitigen Attacken getroffen wird, bestimmt der Träger, welche Attacke ignoriert wird.
Wyrd Stone
The bearer’s model gets Hard Target (2).
Potion of Swiftness
+3 Agi.
Potion of Swiftness
+3 Agi.
Sigil of Protection
+1 Arm.
Sigil of Protection
+1 Arm.
Spell Scroll (The Grave Calls (occultism))
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 (The Grave Calls (occultism))
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.
Symbol des Schlachtens
Wenn diese Waffe benutzt wird, erhält der Träger +2 Attackewert, +2 Agilität und [b]Magical Attacks[/b]. Nahkampfwaffenattacken gegen den Träger erhalten +1 zum Treffen.
Symbol of Slaughter
+2 Att and +2 Agi.
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 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.
Fanatiker-Banner
Models in the second rank of the bearer’s unit gain Extra Support (2).
Zealots' Banner
Models in the second rank of the bearer’s unit gains Extra Support (2).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Zeichen des Unendlichen
Der Träger kann Höllenfeuer (Hereditary Spell) als gebundenen Zauber mit Energiestufe (4/8) wirken.
Icon of the Infinite
The bearer can cast Hellfire (Hereditary Spell) as a Bound Spell (5+).
Ödland-Fackel
Die Einheit des Trägers erhält [b]Geländeerfahren (Ruine)[/b]. Nach dem Bestimmen der Aufstellungszonen (am Ende von Schritt 6 der Spielvorbereitung), darfst du ein einzelnes Geländestück vom Typ Wald oder Feld auswählen, das zu einer Ruine wird. Die Einheit des Trägers erhält [b]Flaming Attacks[/b] in der ersten Nahkampfrunde.
Wasteland Torch
The bearer’s unit gains Strider (Ruins). During your Spell Selection (step 8 of the Pre-game Sequence), you may choose a single Field or Forest that becomes Ruins. The bearer’s unit gains Flaming Attacks in the First Round 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
Erhabener Herold
Exalted Herald
Auserwählter Herrscher
Chosen Lord
Herrscher des Verderbens
Doomlord
Hexer
Sorcerer
Barbarenhäuptling
Barbarian Chief
Feldrak-Stammvater
Feldrak Ancestor
Rappe
Black Steed
Schattenjäger
Shadow Chaser
Himmelssensenrad
Scythed Skywheel
Kriegsbaldachin
War Dais
Dunkler Streitwagen
Dark Chariot
Kriegsschrein
Battleshrine
Karkadan
Karkadan
Chimera
Chimera
Ödland-Behemoth
Wasteland Behemoth
Ödland-Drache
Wasteland Dragon
Krieger
Warriors
Gefallene
Fallen
Barbaren
Barbarians
Barbarenreiter
Barbarian Horsemen
Kriegshunde
Warhounds
Kriegshunde
Warhounds
Kriegsritter
Warrior Knights
Kriegsstreitwagen
Warrior Chariot
Auserwählte
Chosen
Auserwählte Ritter
Chosen Knights
Auserwählter Streitwagen
Chosen Chariot
Chimäre
Chimera
Verdammte Bestien
Wretched Ones
Abgeschworene
Forsworn
Feldraks
Feldraks
Kriegsschrein
Battleshrine
Schinder
Flayers
Höllenschlund
Hellmaw
Verlassener
Forsaken One
Plündernder Riese
Marauding Giant
Feldrak-Ältester
Feldrak Elder