Uralte Echsen

Uralte Echsen

Correspondence of translations with another language

Rules and Equipments used by the army

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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.
Überragend
Tall
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Mächtigstes Raubtier
Beim Angriff auf ein Einzelmodell mit Gigantischer Höhe und/oder Fliegen addiert das Modell +2" auf seinen Wurf zur Ermittlung der Angriffsdistanz.
Apex Predator
The model gains Devastating Charge (+2" Adv) for Charges against single model units with Gigantic Height and/or Fly.
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
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
Zerschmet- tern
Crush Attack
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.
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.
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.
Schwieriges Ziel
Hard Target
Multiple Lebenspunktverluste
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Blowpipe
Shooting Weapon Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering Presence.
Blowpipe
Shooting Weapon Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering Presence.
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.
Geborenes Raubtier
Natürliche Trefferwürfe von '1' mit der Attacke [b]müssen[/b] wiederholt werden.
Born Predator
Natural to-hit rolls of '1' of attacks with this Attack Attribute [b]must[/b] be rerolled.
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.
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.
Cobalt Club
Close Combat Weapon. Attacks made with this weapon gain +2 Strength.
Cobalt Club
Close Combat Weapon. Attacks made with this weapon gain +2 Strength.
Kaltblütig
Disziplintests des Modells unterliegen den Regeln für Minimierter Wurf.
Cold-Blooded
The model's Discipline Tests are subject to Minimised Roll.
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.
Gemeinsame Stärke
Skink-Streiter können Kaimane in ihrer Einheit enthalten. Diese Kaimane sind R&F-Modelle einer anderen Modelklassifizierung (große Infanterie). Folge den normalen Regeln, um zu bestimmen, ob für die [b]Einheit[/b] die Höhenkategorie Standard oder Groß gilt (siehe Modelklassifizierung). Kaimane folgen den Regeln für passende Basegrößen (siehe An Vorderster Front), außer dass sie nicht so weit vorne wie möglich platziert werden müsen. Stattdessen können sie überall in der Einheit platziert werden. Skink-Streiter und Kaimane haben keinen gemeinsamen Lebenspunktevorrat, auch wenn sie beide R&F-Modelle sind. Jede Gruppe hat einen eigenen Lebenspunktevorrat (Lebenspunktverluste werden niemals übertragen, überschüssige Lebenspunktsverluste werden ignoriert). Kaimane sind nicht gezwungen, die gleiche Nahkampfwaffe im Nahkampf zu verwenden, wie die Skink-Streiter in ihrer Einheit. [b]Verteilen von Treffern[/b]: Beim Verteilen von Treffern gegen die Einheit (d.h. bei Attacken gegen die ganze Einheit) werden Treffer zuerst auf R&F- und Charaktermodelle verteilt. Treffer gegen R&F-Modelle werden dann zufällig aufgeteilt. Wirf einen W6 für jeden Treffer: bei [b]1-4[/b] trifft er einen Skink-Streiter, bei [b]5-6[/b] einen Kaiman. Falls die Skink-Streiter durch genügend Lebenspunktverluste ausgelöscht werden, werden etwaige verbliebene Lebenspunktverluste auf den Champion verteilt. [b]Niedertrampeln[/b]: Beim Verteilen von Treffern von Niedertrampeln werden alle Modelle ignoriert, die nicht Standard Infanterie sind. Treffer, die auf Skinkstreiter verteilt werden, werden nicht zufällig aufgeteilt. [b]Attacken zuweisen[/b]: Nahkampfwaffenattacken können normal verschiedenen Lebenspunktvorräten in Basekontakt zugewiesen werden: Skink-Streiter, Kaimane, Champion, Charaktermodell(e). Alternative können R&F-Modelle, die Nahkampfwaffenattacken irgendeinem Modell in der Skinkstreiter Einheit zuweisen könnten und R&F-Modelle, die wegen Modellen in Duellen keine Nahkampfwaffenattacken zuweisen können, sich stattdessen entscheiden, Nahkampfwaffenattacken einem der folgenden zuzuweisen: • Dem Trefferpunktevorrat der nicht-Champion Skinstreiter Modelle • Dem Trefferpunktevorrat der Kaiman Modelle; diese Nahkampfwaffenattacken erhalten -1 auf den Trefferwurf Diese Regeln ersetzen Schlachtgetümmel, welches nicht gegen die Einheit verwendet werden kann.
Combined Strength
Skink Braves may add Caimans to their unit. Caimans are R&F models of a different Model Classification (Large Infantry). Follow the normal rules for determining if the Height of the [b]unit[/b] is Standard or Large (see Model Classification). Caimans follow the rules for Matching Bases (see Front Rank), except that they do not have to be placed as far forwards as possible. Instead, they can be placed anywhere in the unit. Skink Braves and Caimans in the same unit do not share a common Health Pool even though they are both R&F models. Instead, they each have their own Health Pool (lost Health Points are never passed between them, and any excess Health Points losses are ignored). Caimans are not forced to choose the same Close Combat Weapons in close combat as the Skink Braves in their unit. [b]Distributing Hits[/b]: When distributing hits onto the unit (i.e. for attacks against the unit as a whole), first distribute hits between R&F models and Characters. Then randomise all hits distributed onto R&F models. Roll a D6 for each hit: [b]1-4[/b] hits a Skink Brave, [b]5-6[/b] hits a Caiman. If the Skink Braves lose enough Health Points in order to wipe them out, any excess Health Point losses are allotted to the Champion. [b]Stomp Attacks[/b]: When distributing hits from Stomp Attacks, ignore all models in the unit that are not Standard Infantry. Hits distributed onto Skink Braves are not randomised. [b]Allocating Attacks[/b]: Close Combat Attacks can be allocated as normal towards different Health Pools in base contact: Skink Braves, Caimans, Champion, Character(s). Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Skink Brave unit and R&F models that could not allocate Close Combat Attacks due to models in Duels may instead choose to allocate Close Combat Attacks towards one of the following: • The Health Pool of the non-Champion Skink Brave models • The Health Pool of the Caiman models; these Close Combat Attacks suffer -1 to hit These rules replace Swirling Melee, which cannot be used against the unit.
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.
Scharfe Hörner
Der Modellteil darf den Wurf wiederholen, der die Anzahl der Aufpralltreffer bestimmt. Wenn dies der Fall ist, müssen alle Würfel wiederholt werden.
Sharp Horns
The model part may reroll the roll for the number of its Impact Hits. If so, all dice must be rerolled.
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.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Kundschafter
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
Scout
At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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.
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.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Raserei
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Frenzy
At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible. Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll. If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows: • If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge. • If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit). For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.
Giant See, Giant Do
Universal Rule. The model gains +1 Armour and Cold Blooded.
Giant See, Giant Do
Universal Rule. The model gains +1 Armour and Cold Blooded.
Giftige Flut
Alle Modelle in gegnerischen Einheiten [b]müssen[/b] einen Test für gefährliches Gelände (1) ablegen, nachdem sie eine Einheit Schlangenschwärme erfolgreich angegriffen haben.
Venomous Tide
All models in enemy units [b]must[/b] take a Dangerous Terrain (1) Test after completing a Charge Move against a unit of Snake Swarms.
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
Lanze
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Leichte Lanze
Light Lance
Steine abwerfen
Hinwegfegen-Attacke, die einmal pro Spiel verwendet werden darf. Die gegnerische Einheit erleidet W3 Treffer mit Stärke 4 und Rüstungsdurchschlag 1 je Pteradon in der Einheit.
Release Rocks
Sweeping Attack. The enemy unit suffers D3 hits with Strength 4 and Armour Penetration 1 for each Pteradon and Alpha Pteradon in the unit that has not performed this Sweeping Attack in the battle yet.
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.
Telepathische Verbindung
Ein Cuatl-Priester kann Zauber durch ein befreundetes Modell mit Telepathischer Verbindung mit den folgenden Bedingungen und Einschränkungen zaubern: • Der Cuatl-Priester zählt als der Wirkende. • Das Modell mit Telepathische Verbindung muss sich innerhalb von 24" zum Cuatl-Priester befinden. • Der Zauber muss den Typ Schaden haben. • Sichtlinie und Frontbereich des Modells mit Telepathische Verbindung werden verwendet. • Die Reichweite des Zaubers wird halbiert und vom Modell mit Telepathische Verbindung gemessen. • Der Cuatl-Priester darf Zauber des Typs Geschoss auch dann wirken, wenn er im Nahkampf gebunden ist, solange das Modell mit Telepatische Verbindung dies nicht ist. Resultiert aus dem gewirkten Zauber ein Kontrollverlust, so gilt: • Der Cuatl-Priester würfelt normal auf der Kontrollverlust-Tabelle. • Das Modell mit Telepathische Verbindung erleidet einen Treffer mit Rüstungsdurchschlag 2 und einer Stärke, die der Anzahl der eingesetzten Magiewürfel entspricht. Wenn der Cuatl-Priester einen Spruch mit Telepathischer Verbindung spricht, wird der Attributzauber auch durch das Modell mit telepathischer Verbindung gewirkt, unter Anwendung der gleichen Bedingungen und Einschränkungen, die oben aufgelistet sind. Wenn nicht alle Bedingungen erfüllt sind, wird der Attributzauber nicht gewirkt.
Telepathic Link
A Cuatl Lord may cast spells through a friendly model with Telepathic Link with the following conditions and restrictions: • The Cuatl Lord is considered to be the Caster. • The model with Telepathic Link must be within 24" of the Cuatl Lord. • The spell must have type Damage. • Line of Sight and Front Arc of the model with Telepathic Link are used. • The spell's range is halved and is measured from the model with Telepathic Link. • The Cuatl Lord may cast spells of type Missile even if it is Engaged in Combat, as long as the model with Telepathic Link is not. If the spell is Miscast, apply the following effects: • The Cuatl Lord suffers the Miscast effect as normal. • The model with Telepathic Link suffers a single hit with Armour Penetration 2 and a Strength equal to the number of Magic Dice used. If the Cuatl Lord casts a spell using Telepathic Link, the Attribute Spell gets cast through the model with Telepathic Link as well, applying the same conditions and restrictions listed above. If not all of the conditions are met, the Attribute Spell is not cast.
Meisterzauberer
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Wizard Master
- Knows 4 spells. - Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army. The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection .
Sänfte
Wenn ein Cuatl-Priester in einer Einheit mit der Regel Leibwache ist, erhält er die Regel [b]Im Hintergrund[/b]. Ein Modell mit dieser Regel kann General und Armeestandartenträger zugleich sein und kann nicht als das Modell, das eine Herausforderung ablehnt, ausgewählt werden. Das Modell zählt als beritten.
Palanquin
When the model is in a unit with Bodyguard, it gains [b]Stand Behind[/b]. The model can be the General even if it is also the Battle Standard Bearer, and it cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel. The model counts as being mounted.
Witterung der Beute
Sind eine oder mehrere Einheiten Rhamphodon-Reiter oder ein Skink-Häuptling auf Alpha-Rhamphodon Teil der Armee, so [b]müssen[/b] direkt vor der Schlacht (während Schritt 7 des Ablaufs der Aufstellungsphase) 2 Einheiten auf der gegnerischen Armeeliste (dies können auch Charaktermodelle sein) ausgewählt werden. Die Modelle dieser Einheiten zählen als markiertquot;. Rhamphodons (nicht ihre Reiter) erhalten +W3 Attackewert und [b]müssen[/b] misslungene Trefferwürfe mit Attacken wiederholen, die entweder markierten Modellen oder Modelle, die sich einer Einheit mit mehr als der Hälfte markierter Modelle angeschlossen haben, zugewiesen wurden. Die zusätzlichen Attacken [b]müssen[/b] Modellen zugewiesen werden, die diese Kriterien erfüllen.
Prey Scent
Right before the battle (during step 7 of the Deployment Phase Sequence), if you have one or more units of Rhamphodon Riders or Skink Captains on Alpha Rhamphodon in your army, you [b]must[/b] choose 2 units from your opponent's Army List (this may also be Characters). The models of these units are considered markedquot;. Rhamphodon mounts gain +D3 Attack Value and [b]must[/b] reroll failed to-hit rolls for attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked. The additional attacks [b]must[/b] be allocated towards models meeting either of those criteria.
Poisoned Javelin
Shooting Weapon Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Poisoned Javelin
Shooting Weapon Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Rage
Attack Attribute – Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
Skink Palanquin
Universal Rule. The model gains Stand Behind while it is joined to a unit of Saurian Warriors or Skink Braves that does not contain any Caiman models. In addition to its other spells, the model knows the Learned Spell 1 from its chosen Path and cannot select it during Spell Selection.
Skink Palanquin
Universal Rule. The model gains Stand Behind while it is joined to a unit of Saurian Warriors or Skink Braves that does not contain any Caiman models. In addition to its other spells, the model knows the Learned Spell 1 from its chosen Path and cannot select it during Spell Selection.

Magic Items usable by the army

DE EN
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Uralte Tafel
Einmal pro Magiephase darf der Träger einen Magiewürfel wiederholen, der zum Wirken eines Zaubers verwendet wurde, solange der Spruch kein Zauberpatzer war. Die Fähigkeit kann nicht für Zauberversuche mit nur einem Magiewürfel verwendet werden.
Ancient Plaque
Once per Magic Phase, the bearer may reroll a single Magic Dice when making a casting roll, provided the spell was not Miscast. This ability cannot be used for Casting Attempts with only one Magic Dice.
Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Jadestab
Der Träger kann Heilendes Wasser (Druidism) als Gebundenen Zauber mit Energiestufe (4/8) wirken.
Jade Staff
The bearer can cast Healing Waters (Druidism) as a Bound Spell with Power Level (4/8).
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Binding Scroll
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence). When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
Blessed Inscriptions
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Magical Heirloom
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Crown of Autocracy
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gezackte Schuppen
Während er den Schild benutzt, erhält der Träger [b]Zermahlen (2)[/b], das [b]immer[/b] mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt wird.
Serrate Scales
While using this Shield, the bearer gains [b]Grind Attacks (2)[/b] that are [b]always[/b] resolved with Strength 5 and Armour Penetration 2.
Sternschnuppen-Scherbe
Das Modell des Trägers erhält [b]Rettungswurf (2+, gegen Flammenattacken)[/b] und [b]Schwieriges Ziel (1)[/b], und alle seine Zähigkeitswürfe misslingen automatisch.
Starfall Shard
The bearer's model gains [b]Aegis (2+, against Flaming Attacks)[/b] and [b]Hard Target (1)[/b], and automatically fails all Fortitude Saves.
Ei des Quetzal
Der Träger erhält [b]Atemattacke (Str W3+2, RD 1, Magische Attacken)[/b].
Egg of the Quetzal
The bearer gains [b]Breath Attack (Str D3+2, AP 1, Magical Attacks)[/b].
Schwung des Ansturms
Das Reittier des Trägers erhält [b]Aufpralltreffer (W6)[/b]. Falls es bereits Aufpralltreffer hatte, wird die Anzahl seiner Aufpralltreffer um W6 erhöht.
Spirit of the Stampede
The bearer's mount gains [b]Impact Hits (D6)[/b]. If it already had Impact Hits, increase the number of Impact Hits by D6 instead.
Geist des Raptors
Der Träger erhält +4" Bewegungsrate, +4" Marschrate, und [b]Schnelle Bewegung[/b]. Dieses Artefakt kann nicht von einem Modell mit Stiefel des Grenzläufers gewählt werden.
Raptor Spirit
The bearer gains +4" Advance Rate, +4" March Rate, and [b]Swiftstride[/b]. This Artefact cannot be taken by a model with Ranger's Boots.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of a Free Mind
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
Essenz des Taurosaurus
Der Träger erhält +1 Rüstung und +1 Lebenspunkt.
Taurosaur's Vigour
The wearer gains +1 Armour and +1 Health Point.
Titanic Might
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ruhm des Zeitalters des Morgengrauens
Attacken mit dieser Waffe erhalten +1 Stärke und [b]Multiple Lebenspunktverluste (2)[/b] und werden zu [b]magischen Attacken[/b].
Glory of the Dawn Age
Attacks made with this weapon gain +1 Strength, [b]Magical Attacks[/b], and [b]Multiple Wounds (2)[/b].
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
King Slayer
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Kugel des Schutzes
Der Träger erhält [b]Rettungswurf (2+, gegen Fernkampfattacken)[/b]. Alle Schutzwürfe des Trägers gegen Nahkampfattacken misslingen automatisch.
Sphere of Shielding
The bearer gains [b]Aegis (2+, against Ranged Attacks)[/b] and automatically fails all saves against Melee Attacks.
Lauffeuerausbruch
Diese Waffe hat Schüsse 4, Str 4, RD 1 und trifft [b]immer[/b] auf 3+. Attacken mit dieser Waffe werden zu [b]Flammenattacken[/b] und [b]magischen Attacken[/b]. Eine Einheit, die von diesen Attacken getroffen wird, verliert leichte Deckung bis zum Ende des Spielerzugs (falls sie sie hatte). Wenn die gegnerische Einheit in harter Deckung war, wird sie bis zum Ende des Spielerzugs so behandelt, als ob sie in leichter Deckung wäre.
Wildfire Burst
This weapon has Shots 4, Str 4, AP 1 and [b]always[/b] hits on 3+. Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. A unit that is hit by one or more of these attacks loses Soft Cover until the end of the Player Turn (if it had it). If the enemy unit was in Hard Cover, it is now considered to be in Soft Cover until the end of the Player Turn.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidiantesserakt
Nur eine Anwendung. Kann in der gegnerischen Magiephase am Ende von Schritt 3 des Ablaufs der Magiephase (Abschöpfen des Schleiers) aktiviert werden. Wenn es aktiviert wird, entferne 1 Magiewürfel aus dem gegnerischen Magiewürfelvorrat.
Obsidian Tesseract
One use only. May be activated in the opponent's Magic Phase at the end of step 3 of the Magic Phase Sequence (Siphon the Veil). When activated, remove 1 Magic Dice from the opponent's Magic Dice pool.
Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Potion of Swiftness
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sceptre of Power
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
Sonnentafel
Der Träger wählt seine Zauber aus allen erlernten Zaubern seines gewählten Pfads und Funke der Schöpfung (Hereditary Spell). Dies setzt die normalen Zauberauswahlregeln für Zaubernovizen/-adepten und Essenz des freien Geistes außer Kraft. Dieses Artefakt kann nicht mit Herrscher über den Wandel kombiniert werden.
Sun Tablet
The bearer always selects its spells from all Learned Spells of its chosen Path and Spark of Creation (Hereditary Spell). This overrides the Spell Selection rules for Wizard Apprentices, Adepts, and Essence of a Free Mind. This Artefact cannot be combined with Protean Potentate.
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Touch of Greatness
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
Touch of Greatness
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks. Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).

Magic Standards usable by the army

DE EN
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit. The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
Laubfroschbanner
Nahkampfwaffenattacken von Skink*-Modellteilen in der Einheit erhalten Giftattacken. *Folgende Modelle gelten als Skinks: Skink-Häuptlinge, Skink-Priester, Skink-Streiter, Skink-Jäger, Chamäleons, Pteradon-Wächter - nur Reiter, Rhamphodon- Reiter - nur Reiter, Taurosaurus - nur Besatzung, Stygiosaurus - nur Besatzung, Thyroscutus- nur Besatzung.
Tree Frog Banner
Close Combat Attacks from Skink* model parts in the bearer's unit become [b]Poison Attacks[/b]. *The following model parts are considered Skinks: Skink Captains, Skink Priests, Skink Braves, Skink Hunters, Chameleons, Pteradon Sentries - Rider only, Rhamphodon Riders - Rider only, Taurosaur - Crew only, Stygiosaur - Skink Rider only, Thyroscutus - Crew only.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Totem von Mixoatl
Die Einheit des Trägers erhält [b]Schwieriges Ziel (1)[/b]. Nur eine Anwendung. Kann zu Beginn einer Nahkampfrunde aktiviert werden und wirkt bis zum Ende der Nahkampfrunde. Gegnerische Einheiten in Basekontakt mit der Einheit des Trägers erleiden -3 Offensivfertigkeit.
Totem of Mixoatl
The bearer's unit gains [b]Hard Target (1)[/b]. One use only. May be activated at the start of a Round of Combat. Until the end of the Round of Combat, enemy units in base contact with the bearer's unit suffer -3 Offensive Skill.

Units od the army

DE EN
Saurus-Kriegsherr
Saurian Warlord
Saurus-Veteran
Saurian Veteran
Uralter Kaiman
Caiman Ancient
Cuatl-Priester
Cuatl Lord
Skink-Häuptling
Skink Captain
Skink-Priester
Skink Priest
Raptor
Raptor
Carnosaurus
Carnosaur
Alpha-Carnosaurus
Alpha Carnosaur
Skink-Sänfte
Skink Palanquin
Alpha-Pteradon
Alpha Pteradon
Alpha-Rhamphodon
Alpha Rhamphodon
Taurosaurus
Taurosaur
Saurus-Krieger
Saurian Warriors
Skink-Streiter
Skink Braves
*Caiman
*Caiman
Tempelwache
Temple Guard
Raptorreiter
Raptor Riders
Kaimane
Caimans
Schlangenschwärme
Snake Swarms
Skink-Jäger
Skink Hunters
Chamäleons
Chameleons
Pteradon-Wächter
Pteradon Sentries
Rhamphodon-Reiter
Rhamphodon Riders
Waffenbestien
Weapon Beasts
Stygiosaurus
Stygiosaur
Thyroscutus
Thyroscutus
Taurosaurus
Taurosaur
Saurian Giant
Saurian Giant