Undying Dynasties

Undying Dynasties

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher. Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Aegis
Ægide
Ægide est une Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaque divine doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. • Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. • Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
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.
Hallebarde
À deux mains . Les attaques portées avec une Hallebarde ont +1 en Force et +1 en Pénétration d’armure.
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.
Alabarda
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.
Alabarda
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.
Tall
Une tête au dessus
Une Ligne de vue tracée vers ou à partir d’une figurine ou d’un Rectangle limite avec la règle Une tête au dessus n’est pas bloquée par les figurines de la même Taille (que la figurine ou le Rectangle limite avec cette règle), sauf si une figurine intermédiaire possède également cette règle. Rappelez-vous que cela affecte aussi les Couverts (si une figurine bloque une Ligne de vue, elle contribue à un Couvert lourd à la place d’un Couvert léger).
Überragend
Tall
Alto
Alto
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.
Harnaché
Corps à corps Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
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.
Contenidos
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.
Imbrigliato
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.
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.
Peur
Toute unité en contact avec au moins une figurine ennemie disposant de cette règle subit un malus de −1 en Discipline. Au début de chaque Manche de combat (étape 1 de la Séquence d’une Manche de combat), toute unité en contact avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline , appelé « Test de peur ». Si ce test est raté, les figurines de l’unité sont Ébranlées et les Attaques de corps à corps faites par les figurines de l’unité subissent un malus de −1 pour toucher, tandis que les Attaques de corps à corps qui leur sont allouées gagnent un bonus de +1 pour toucher. Ces effets s’appliquent jusqu’à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
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.
Miedo
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.
Paura
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.
Extra Support
Attaque de soutien
Extra Support
Extra Support
Apoyo Extra
Supporto Aggiuntivo
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 .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
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 .
Aprendiz Hechicero
- 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 .
Mago Apprendista
- 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 .
Sacred Ark
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
Arche sacrée
Tous les Magiciens alliés ajoutent +6" à la Portée de leurs Sorts non liés pour chaque Arche des âges se trouvant à 12" ou moins du Magicien. Les sorts de type Auraquot; ajoutent seulement +3" à leur Portée.
Heilige Arche
Alle befreundeten Zauberer addieren +6" auf die Reichweite ihrer nicht gebundenen Zauber für jede Arche der Zeitalter innerhalb von 12" um den Zauberer. Zauber des Typs Aura erhalten stattdessen nur +3" auf ihre Reichweite.
Sacred Ark
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
Sacred Ark
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
Sacred Ark
Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.
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
Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
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
Arma de Mano
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
Arma a Una Mano
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
Light Armour
Armor +1
Armure légère
+1 en Armure
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Armadura Ligera
Armor +1
Armatura Leggera
armatura +1
Heavy Armour
+2 Armor
Armure lourde
+2 en Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Aspen Bow
Shooting Weapon Range 24″, Shots 1, Str 3, AP 0, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Breath Attack
Attaque de souffle
L’élément de figurine ne peut utiliser cette attaque qu’une seule fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu’une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir, soit, si la figurine est engagée au combat, comme une Attaque de mêlée. • Si la figurine n’est pas engagée au combat, elle s’utilise comme une Attaque de tir avec Tir en marche forcée : choisissez une cible, conformément aux règles normales des Attaques de tir. Cette attaque peut être utilisée dans le cadre d’une Réaction à une charge de type « Tenir la position et tirer ». Elle a une portée de 6″. Un élément de figurine qui a à la fois une Attaque de souffle et une Arme de tir peut utiliser les deux au cours de la même Phase de tir, mais à condition de viser la même cible. • Si la figurine est engagée au combat, elle s’utilise comme une Attaque de mêlée. L’attaque est portée au Palier d’initiative correspondant à l’Agilité de l’élément de figurine. Déclarez que vous utilisez l’Attaque de souffle au début de son Palier d’initiative, avant de lancer les dés pour toucher et désignez pour cible une unité en contact. L’Attaque de souffle, qu’elle soit utilisée comme Attaque de tir ou comme Attaque de mêlée, inflige 2D6 touches à sa cible. La Force, la Pénétration d’armure et les éventuels Attributs d’attaque de ces touches sont donnés entre parenthèses pour chaque Attaque de souffle, comme par exemple Attaque de souffle (Fo 4, PA 1, Attaque enflammée ). Si plusieurs figurines de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément pour chaque figurine.
Atemattacke
Breath Attack
Ataque de Aliento
Attacco a Soffio
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.
Attaque empoisonnée
Corps à corps, Tir Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’. Une Attaque de tir suivant la règle Tir désespéré ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec les règles Attaque de zone ou Ardeur guerrière par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
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.
Ataques Envenenados
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.
Attacchi Venefici
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.
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attaque magique
Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme Ægide (X, contre Attaque magique) .
Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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.
Attaque de broyage
Un élément de figurine avec Attaque de broyage porte ces attaques à sa propre Agilité. Il doit choisir une unité ennemie en contact avec lui. L’unité ennemie choisie subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches ont la Force et la Pénétration d’armure de l’élément de figurine. Sommaire Séquence pré-partie Conditions de victoire 130 Terrains et décors Règles de figurines Index Si une figurine dispose d’Attaque de broyage et de Touches d’impact , elle ne peut utiliser qu’une seule de ces deux règles lors d’une même Manche de combat (au choix du propriétaire de la figurine). Si plusieurs éléments de figurine de la même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Attaque de broyage (2D3)), déterminez séparément le nombre de touches de chacune de ces Attaques de broyage.
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.
Ataques Pulverizadores
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.
Attacchi Stritolanti
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.
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.
Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant. Si une figurine dispose à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
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.
Impactos por Carga
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.
Colpi d'Impatto
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration. If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.
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.
Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″. Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur . Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde. Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
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.
Vanguardia
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.
Avanguardia
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.
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
Ensouled Statue
The model gains [b]Undead[/b] and [b]Dust to Dust[/b]. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
Statue animée
La figurine gagne [b]De la poussière à la poussière[/b] et [b]Mort-vivant[/b]. Si plus de la moitié des figurines de l'unité a [b]Statue animée[/b], réduisez de 1 le nombre de Points de vie perdus par [b]De la poussière à la poussière[/b] et [b]Instable[/b].
Beseelte Statue
Das Modell erhält [b]Undead[/b] und [b]Staub zu Staub[/b]. Falls mehr als die Hälfte der Modelle einer Einheit die Regel Beseelte Statue hat, wird die Anzahl der Lebenspunktverluste dieser Einheit durch Staub zu Staub und Instabil um 1 reduziert.
Ensouled Statue
The model gains [b]Undead[/b] and [b]Dust to Dust[/b]. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
Ensouled Statue
The model gains [b]Undead[/b] and [b]Dust to Dust[/b]. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
Ensouled Statue
The model gains [b]Undead[/b] and [b]Dust to Dust[/b]. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mouvement ou tir
Tir Une attaque avec cette règle ne peut être utilisée si la figurine attaquante a effectué un Mouvement simple , une Marche forcée , une Reformation ou un Pivot pendant le même Tour de joueur. Veuillez noter que les limitations habituelles restent d’application (comme le fait de ne pas tirer après un Mouvement de charge ratée , etc.).
Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mover o Disparar
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Muovere o Tirare
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
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.
Garde du corps
Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
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.
Guardaespaldas
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.
Guardia del Corpo
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.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 en Armure Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
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.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bound in Death
R&F models in this unit [b]must[/b] be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
Liés dans la mort
Le nombre de figurines ordinaires de cette unité doit être inférieur à 3 avant de pouvoir répartir les touches sur les Personnages de même Type et de même Taille que cette unité.
Im Tod Gebunden
R&F-Modelle in dieser Einheit [b]müssen[/b] weniger als 3 sein, bevor Treffer auf Charaktermodelle mit demselben Typ und derselben Höhe wie die Einheit verteilt werden können.
Bound in Death
R&F models in this unit [b]must[/b] be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
Bound in Death
R&F models in this unit [b]must[/b] be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
Bound in Death
R&F models in this unit [b]must[/b] be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.
Flammable
Inflammable
Les jets pour blesser ratés des attaques avec l’Attribut d’attaque Attaque enflammée dirigées contre la figurine Inflammable doivent être relancés.
Brennbar
Flammable
Inflamable
Infiammabile
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalisation
Au cours de l’étape 3 de la Séquence de la Phase de magie , chaque figurine du Joueur actif avec la règle Canalisation peut ajouter X marqueurs « Voile » à sa réserve. Cette Règle universelle est cumulative, ajoutant chaque instance de la valeur X de Canalisation à la valeur de Canalisation totale de la figurine (par exemple une figurine avec Canalisation (1) et Canalisation (2) est traitée comme une figurine avec Canalisation (3)).
Kanalisieren
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizar
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Canalizzare
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
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.
Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir « Remporter l’objectif secondaire », page 96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion : La règle Capture peut être perdue au cours d’une partie : • Une unité perd la règle Capture tant qu’elle est en fuite. • Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie. • Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu’au début du prochain Tour de joueur. • Une figurine qui effectue un déplacement d’ Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu.
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.
Unidad que Puntúa
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.
Presidiante
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon: Scoring can be lost during the game: - A unit that is Fleeing loses Scoring for as long as it if Fleeing. - An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring. - A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Charnel Catapult
Artillery Weapon. This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways: • Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)] • Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.
Guardian's Wrath
Model parts without Harnessed in the model's unit gain Battle Focus.
Colère du gardien
Tous les éléments de figurine de l'unité de la figurine, exceptés ceux avec [b]Harnaché[/b], gagnent [b]Ardeur guerrière[/b].
Zorn des Wächters
Alle Modellteile ohne Angeschirrt in der Einheit des Modells erhalten Schlachtfokus.
Guardian's Wrath
Model parts without Harnessed in the model's unit gain Battle Focus.
Guardian's Wrath
Model parts without Harnessed in the model's unit gain Battle Focus.
Guardian's Wrath
Model parts without Harnessed in the model's unit gain Battle Focus.
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
Colossal Kopesh
Close Combat Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).
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.
Coup fatal
Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de Fortitude .
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.
Golpe Letal
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.
Colpo Letale
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.
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.
Sans peur
Si plus de la moitié des figurines d’une unité dispose de cette règle, l’unité réussit automatiquement ses Tests de panique . De plus, elle ne peut pas choisir « Fuir » comme Réaction à une charge (sauf si elle fuit déjà). Les figurines Sans peur sont également immunisées aux effets de la Peur .
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.
Coraje
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.
Impassibile
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.
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.
Course rapide
Une unité entièrement composée de figurines avec cette règle est soumise à la règle Jet maximisé pour ses jets de Portée de charge, Charge irrésistible, Distance de fuite ou Distance de poursuite.
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.
Zancada Veloz
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.
Falcata Rapida
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.
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust [b]must[/b] pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust [b]must[/b] once again pass a Discipline Test or lose Health Points as described above.
De la poussière à la poussière
À la fin de n'importe quelle phase durant laquelle le [b]Hiérophante[/b] a été retiré comme perte, toute unité de l'armée avec [b]De la poussière à la poussière[/b] [b]doit[/b] passer un Test de discipline. Si le test échoue, l'unité subit un nombre de blessures équivalant à la différence entre le résultat obtenu et la valeur de Discipline utilisée, sans sauvegarde d'aucune sorte possible. Ces pertes de Points de vie sont distribuées comme pour la règle [b]Instable[/b]. Le nombre de Points de vie ainsi perdus est réduit de 1 si l'unité est affectée par [b]Ralliement au drapeau[/b]. À la fin du Tour de joueur durant lequel le [b]Hiérophante[/b] a été retiré comme perte, un nouveau [b]Hiérophante[/b] peut être choisi. Pour ce faire, vous devez nommer un autre Personnage Magicien allié. Ce Personnage devient le nouveau [b]Hiérophante[/b]. Au début de chacun de vos Tours de joueur sans [b]Hiérophante[/b] allié, toute unité avec [b]De la poussière à la poussière[/b] doit passer un nouveau Test de discipline, et perdre des Points de vie comme décrit ci-dessus.
Staub zu Staub
Am Ende der Phase, in der der Hierophant als Verlust entfernt wurde, muss jede Einheit in der Armee mit Staub zu Staub, einen Disziplintest bestehen, oder sie verliert für jeden Punkt, um den der Test misslungen ist, einen Lebenspunkt, wogegen keinerlei Schutzwürfe erlaubt sind. Diese Lebenspunktverluste werden gemäß den Regeln für Instabil verteilt. Die Anzahl der Lebenspunktverluste wird um 1 reduziert, falls die Einheit unter dem Einfluss von Um die Flagge Sammeln steht. Am Ende des Spielerzugs, in dem der Hierophant als Verlust entfernt wurde, darf ein neuer Hierophant ausgewählt werden. Bestimme dazu ein befreundetes Zauberer-Charaktermodell. Dieses Charaktermodell wird der neue Hierophant. Zu Beginn jedes eigenen Spielerzugs, nachdem der Hierophant als Verlust entfernt wurde und kein neuer Hierophant gewählt wurde, [b]muss[/b] jede Einheit mit Staub zu Staub erneut einen Disziplintest bestehen, oder sie verliert Lebenspunkte nach den oben beschriebenen Regeln.
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust [b]must[/b] pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust [b]must[/b] once again pass a Discipline Test or lose Health Points as described above.
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust [b]must[/b] pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust [b]must[/b] once again pass a Discipline Test or lose Health Points as described above.
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust [b]must[/b] pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust [b]must[/b] once again pass a Discipline Test or lose Health Points as described above.
Divine Light
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
Lumière divine
Les Magiciens ennemis situés à 36" ou moins d'au moins un Sarcophage de Phatep subissent un modificateur de -1 sur leurs jets de lancement de sort. Lorsqu'un Sarcophage de Phatep est retiré comme perte, toutes les unités se trouvant à 12" ou moins subissent 3D3+3 touches de Force 1 et de Pénétration d'armure 10.
Göttliches Licht
Gegnerische Zauberer innerhalb von 36"" um eine oder mehrere Laden von Phatep erleiden einen -1 Modifikator auf ihre Zauberwürfe. Wenn eine Lade von Phatep als Verlust entfernt wird, erleiden alle Einheiten innerhalb von 12" 3W3+3 Treffer mit Stärke 1 und Rüstungsdurchschlag 10.
Divine Light
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
Divine Light
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
Divine Light
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.
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.
Éclaireur
Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes : • Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement. • N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie. • N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie. Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
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.
Exploradores
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.
Esploratore
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.
Special Ambush
Embuscade spécial
Unterirdischer Hinterhalt
Das Modell folgt den Regeln für Hinterhalt mit folgender Ausnahme. Anstatt das Schlachtfeld von einer Spielfeldkante zu betreten: 1. Wähle eine Einheit mit Unterirdischer Hinterhalt, die das Spielfeld betritt. 2. Platziere die Einheit irgendwo auf dem Schlachtfeld in einer legalen Formation und unter Berücksichtigung der Einheitenabstandsregel. 3. Wirf dann einen W6: • Bei 5-6 kommt die Einheit dort an, wo sie ursprünglich platziert wurde. • Bei 1-4 wird die Einheit (ohne ihre Ausrichtung zu ändern) 2D6" in eine zufällig bestimmte Richtung bewegt. Falls dies die Einheit innerhalb von 1" von anderen Einheiten, unpassierbarem Gelände oder der Spielfeldkante bringt, hält die Einheit 1" davor an und jedes Modell in der Einheit mit Unterirdischem Hinterhalt [b]muss[/b] einen Test für gefährliches Gelände (1) ablegen. Die Einheit darf anschließend eine Drehung durchführen (und muss die Einheitenabstandsregel nach der Drehung einhalten). Keines dieser Manöver verhindert, dass die Einheit anschließend den normalen Regeln für Hinterhalt folgend bewegt. 4. Widerhole die Schritte 1-3 für alle anderen ankommenden Einheiten mit Unterirdischer Hinterhalt.
Special Ambush
Special Ambush
Special Ambush
Eternal Guardian
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
Gardien éternel
Lorsque la figurine subit une blessure provenant d'une attaque avec la règle [b]Blessures multiples (X)[/b], X est divisé par 2, arrondi au supérieur.
Ewiger Wächter
Wenn ein Modell mit dieser Regel eine Wunde durch eine Attacke mit Multiple Lebenspunktverluste erleidet, halbiere die Anzahl an Lebenspunktverlusten, zu der diese (aufgrund von Multiple Lebenspunktverluste) multipliziert werden, wobei aufgerundet wird.
Eternal Guardian
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
Eternal Guardian
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
Eternal Guardian
When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.
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.
Vol
Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge , un Mouvement simple ou une Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que : • Elle doit respecter la Règle du pouce d’écart à la fin du mouvement. • Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit. • Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire). • Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non. • Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
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.
Volar
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.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Giant See, Giant Do
Giant See, Giant Do
Giant See, Giant Do
Giant See, Giant Do
Giant See, Giant Do
Giant See, Giant Do
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
Great Aspen Bow
Shooting Weapon Range 36″, Shots 1, Str 5, AP 2, Volley Fire. This weapon always hits on a roll equal to or greater than its Aim.
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.
Tirailleur
Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs). Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines, l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd). Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte : contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
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.
Hostigadores
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.
Schermagliatore
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.
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimé
Corps à corps Les éléments de figurine avec Inanimé ne peuvent pas effectuer d’Attaques de corps à corps et ne peuvent pas utiliser d’Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou Inanimé).
Unbelebt
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimado
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimato
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Not a Leader
The model cannot be the General.
Pas un meneur
La figurine ne peut pas devenir le Général de l’armée.
Kein Anführer
The model cannot be the General.
Not a Leader
The model cannot be the General.
No un Líder
The model cannot be the General.
Non un Capo
The model cannot be the General.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Machine de guerre
La figurine ne peut pas effectuer de Marche forcée, déclarer de charge ou choisir « Fuir » en Réaction à une charge. La figurine ne peut effectuer de Poursuite (ce qui ne l’empêche pas de pouvoir être affectée par la règle Mouvement aléatoire ). Les Personnages ne peuvent jamais rejoindre une unité avec Machine de guerre. Un Personnage avec Machine de guerre ne peut rejoindre aucune unité. Si une Machine de guerre rate un Test de panique , elle ne fuit pas, mais est Ébranlée jusqu’à la fin du prochain Tour de joueur. Une Machine de guerre qui rate un Test de moral est automatiquement détruite. Les Machines de guerre sur socle rond et les unités engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat . Quand une unité charge une Machine de guerre sur socle rond, son front peut être amené au contact de n’importe quel point de son socle (elle doit maximiser le nombre de figurines en contact). Aucun mouvement d’alignement n’est autorisé. Voir la figure 4 page 12 ) Lorsqu’une unité Démoralisée fuit dans la direction opposée à une Machine de guerre sur socle rond, cette unité effectue toujours un Pivot de 180° de sorte à ce que son dos soit en contact avec le socle de la Machine de guerre. Pour le reste, suivez les règles normales de démoralisation et de fuite d’un combat.
Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Máquina de Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Macchina da Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plateforme de guerre
À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle Personnage , avec les exceptions suivantes : • Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées). • Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité). • Elle ne peut ni provoquer ni relever de Duel , ni utiliser la règle Faites place . • Elle peut faire appel à la règle Mêlée tourbillonnante . • Elle ne compte pas en tant que Personnage en ce qui concerne les règles Blessures multiples et Garde du corps (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps). La figurine peut rejoindre des unités même si elle a la règle Présence imposante , et avoir la règle Char ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la Plateforme de guerre peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
Kriegsplattform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Piattaforma di Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions: - ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay. - ItcanperformSwirlingMelee. - ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds. The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
Light Lance
Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent Charge dévastatrice (+1 Fo, +1 PA) . L’Infanterie ne peut pas utiliser de Lance légère.
Leichte Lanze
Light Lance
Lanza Ligera
Lancia Leggera
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.
Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements simples et Marches forcées : • L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur. • L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table. • L’unité ne peut effectuer aucune Roue. De plus, • Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée . • Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet . • Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
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.
Tropas Ligeras
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.
Truppe Leggere
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.
Master of Stone
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains [b]Fortitude (5+)[/b] until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
Maître de la pierre
Juste avant la bataille (étape 7 de la Séquence de la Phase de déploiement) et au début de chaque Tour de joueur allié, choisissez une unité alliée entièrement constituée de figurines avec [b]Statue animée[/b] se trouvant à 18" ou moins de l'Architecte des tombes. Cette unité gagne [b]Fortitude (5+)[/b] jusqu'au début de votre prochain Tour de joueur ou jusqu'à ce que l'Architecte des tombes soit retiré comme perte, si cela se produit avant.
Meister des Steins
Wähle direkt vor der Schlacht (während Schritt 7 der Aufstellungsphase) und zu Beginn jedes befreundeten Spielerzugs eine befreundete Einheit innerhalb von 18" um den Gruftarchitekten, die vollständig aus Modellen mit Beseelte Statue besteht. Diese Einheit erhält bis zum Beginn deines nächsten Spielerzugs oder bis der Gruftarchitekt als Verlust entfernt wird [b]Fortitude (5+)[/b], was auch immer zuerst eintritt.
Master of Stone
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains [b]Fortitude (5+)[/b] until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
Master of Stone
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains [b]Fortitude (5+)[/b] until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
Master of Stone
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains [b]Fortitude (5+)[/b] until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.
Phatep's Curse
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target [b]must[/b] take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
Malédiction de Phatep
Sauf si le Sarcophage de Phatep a effectué un Mouvement simple ou une Marche forcée durant l'actuel Tour de joueur, il peut lancer le Sort lié suivant avec un Niveau de puissance (6/6) : Type : Dégâts, Malédiction, Portée 36". Durée : Immédiat. La cible doit effectuer un Test de discipline en jetant un dé supplémentaire (soit 3D6). Si elle le rate, la cible subit un nombre de touches équivalant à la différence entre le résultat obtenu et la valeur de Discipline utilisée. Ces touches blessent automatiquement et ont Pénétration d'armure 10.
Phateps Fluch
Sofern das Modell keine Vorrück- oder Marschbewegung während des aktuellen Spielerzugs durchgeführt hat, kann es folgenden gebundenen Zauber mit Energiestufe (6/6) wirken: Typ: Schaden, Fluch, Range 36". Dauer: Sofort. Das Ziel [b]muss[/b] einen Disziplintest mit einem zusätzlichen W6 ablegen. Misslingt der Test, erleidet die Einheit einen Treffer für jeden Punkt, um den der Test misslang. Diese Treffer verwunden automatisch und haben Rüstungsdurchschlag 10.
Phatep's Curse
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target [b]must[/b] take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
Phatep's Curse
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target [b]must[/b] take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
Phatep's Curse
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target [b]must[/b] take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.
Undead
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Mort-vivant
La figurine gagne la règle Instable . Elle ne peut pas effectuer de Marche forcée, à moins de commencer son mouvement de Marche forcée à portée de la règle Présence impérieuse d’une figurine alliée. La seule Réaction à une charge pouvant être choisie par une unité contenant au moins une figurine avec la règle Mort-Vivant est « Tenir la position ». Lorsqu’une unité composée uniquement de figurines avec la règle Mort-vivant perd des Points de vie à cause de la règle Instable , le nombre de Points de vie peut être réduit dans certaines situations. Appliquez les modificateurs dans l’ordre suivant : 1. Si l’unité contient au moins une figurine avec Tenace , divisez le nombre de Points de vie perdus par deux, en arrondissant au supérieur. 2. Si l’unité est Indomptable et si le nombre de Points de vie perdus est supérieur à 12, réduisez-le à 12. 3. Si l’unité est à portée de la règle Ralliement au drapeau , déduisez le Bonus de rang de l’unité du nombre de Points de vie perdus. Les unités n’ayant pas de Bonus de rang déduisent à la place 1 au nombre de Points de vie perdus. 4. Appliquez ensuite tous les autres modificateurs (provenant d’Objets spéciaux, des Règles de figurines, des sorts, etc.).
Untot
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Undead
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
No Muerto
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Nonmorto
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold. When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order: 1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup). 2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12. 3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead. 4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
Rage
Rage
Rage
Rage
Rage
Rage
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, [b]Lethal Strike[/b], and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
Volonté éternelle
Une unité comptant au moins une figurine avec [b]Volonté éternelle[/b] gagne +2 en Capacité offensive, +2 en Capacité défensive, [b]Coup fatal[/b] et remplace la Précision de ses Armes de tir par (4+). Les Personnages, les Bêtes, les figurines avec [b]Statue animée[/b] et les éléments de figurine avec [b]Harnaché[/b] ne sont pas affectés par [b]Volonté éternelle[/b].
Unsterblicher Wille
EinheitenmiteinemodermehrerenModellenmitUnsterblicherWilleerhalten+2Offensivfertigkeit, +2Defensivfertigkeit und [b]Lethal Strike[/b] und ersetzen die Zielgenauigkeit ihrer Schusswaffen mit (4+). Charaktermodelle, Bestien, Modelle mit Beseelte Statue und Modellteile mit Angeschirrt sind von Unsterblicher Wille nicht betroffen.
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, [b]Lethal Strike[/b], and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, [b]Lethal Strike[/b], and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, [b]Lethal Strike[/b], and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Magic Items usable by the army

EN FR DE PL ES IT
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alliage d'alchimiste
Enchantement : Armure portée. Le porteur gagne +1 en Armure et subit −2 en Capacité offensive.
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.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Ankh of Naptesh
The bearer gains [b]Hierophant[/b] and can never lose it. R&F models in the bearer's unit gain [b]Fortitude (6+)[/b].
Ankh de Naptesh
Le porteur gagne [b]Hiérophante[/b] et ne peut jamais perdre cette règle. Les figurines ordinaires de l'unité du porteur gagnent [b]Fortitude (6+)[/b].
Ankh von Naptesh
Der Träger erhält [b]Hierophant[/b]. R&F-Modelle in der Einheit des Trägers erhalten [b]Fortitude (6+)[/b].
Ankh of Naptesh
The bearer gains [b]Hierophant[/b] and can never lose it. R&F models in the bearer's unit gain [b]Fortitude (6+)[/b].
Ankh of Naptesh
The bearer gains [b]Hierophant[/b] and can never lose it. R&F models in the bearer's unit gain [b]Fortitude (6+)[/b].
Ankh of Naptesh
The bearer gains [b]Hierophant[/b] and can never lose it. R&F models in the bearer's unit gain [b]Fortitude (6+)[/b].
Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
Appel du destin
Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille. Enchantement : Armure portée. Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
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.
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.
Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 18″. Durée : Un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
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.
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.
Scettro da battaglia
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.
Blessed Wrappings
The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Bandages consacrés
Le porteur gagne +1 Point de vie et perd [b]Inflammable[/b] s'il l'avait (notez que cela n'empêche pas la figurine de regagner [b]Inflammable[/b] par d'autres moyens).
Gesegnete Binden
Der Träger erhält +1 Lebenspunkt und verliert Brennbar, sofern er es hatte (beachte, dass dies nicht verhindert, dass das Modell aus einer anderen Quelle Brennbar erhält).
Blessed Wrappings
The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Blessed Wrappings
The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Blessed Wrappings
The bearer gains +1 Health Point and loses Flammable if it had it (note that this does not prevent the model from gaining Flammable from other sources).
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Injection de basalte
Enchantement : Armure portée. Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées). Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
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.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Infusione di basalto
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).
Bâton de dragon
Le porteur gagne une Attaque de souffle (Fo 3, PA 0, Attaque enflammée).
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).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bastone del drago
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Jackal's Blessing
The wearer gains +2 Health Points and [b]Fortitude (5+)[/b].
Bénédiction du chacal
Le porteur gagne +2 Points de vie et [b]Fortitude (5+)[/b].
Segen des Schakals
Der Träger erhält +2 Lebenspunkte und [b]Fortitude (5+)[/b].
Jackal's Blessing
The wearer gains +2 Health Points and [b]Fortitude (5+)[/b].
Jackal's Blessing
The wearer gains +2 Health Points and [b]Fortitude (5+)[/b].
Jackal's Blessing
The wearer gains +2 Health Points and [b]Fortitude (5+)[/b].
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.
Parchemin d'entrave
0–2 par armée. Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie). Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même 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.
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.
Pergamena vincolante
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.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Grimoire de maîtrise cabalistique
Dominant. Ne peut être pris que par un Apprenti ou Adepte magicien. Lors de chaque Phase de magie, le porteur gagne un modificateur de +2 pour sa première Tentative de lancement de sort. S’il n’utilise qu’un seul Dé de magie pour cette Tentative de lancement, un résultat naturel de ‘1’ ou ‘2’ donne toujours un échec, quels que soient les modificateurs.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Book of Arcane Mastery
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
Book of the Dead
The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
Livre des morts
Le porteur peut lancer La mort n'est que le commencement comme un Sort lié de Niveau de puissance (4/8) avec les modifications suivantes : La Portée du sort [b]passe[/b] à 12" Aura.
Das Buch der Toten
Der Träger kann Der Tod ist nur der Anfang als gebundenen Zauber (4/8) mit folgender Abwandlung wirken: Die Reichweite des Zaubers ändert sich zu 12" Aura.
Book of the Dead
The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
Book of the Dead
The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
Book of the Dead
The bearer can cast Death is Only the Beginning as a Bound Spell with Power Level (4/8) and the following modification: The spell's range is changed to 12" Aura.
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″.
Bottes du forestier
Infanterie de taille Standard uniquement. Le porteur gagne Guide et, à moins qu’il n’effectue un Mouvement de vol, gagne +2″ en valeur de Mouvement simple et +4″ en valeur de Marche forcée, jusqu’à un maximum de respectivement 10″ et 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″.
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″.
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.
Boule de cristal
Usage unique. Peut être activée au début de votre Phase de magie. Pendant cette phase, directement après avoir tiré une Carte de flux, vous pouvez choisir de tirer une nouvelle carte, que vous devez utiliser à la place. Remélangez la carte précédente dans votre paquet de cartes.
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.
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.
Sfera di cristallo
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+.
Brise-bouclier
Enchantement : Arme de corps à corps. Les attaques effectuées avec cette arme gagnent +6 en Pénétration d’armure, Attaque magique et ne peuvent jamais blesser sur un jet pour blesser meilleur que 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+.
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+.
Frantuma scudi
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Sandstorm Cloak
The bearer gains [b]Fly (5", 15")[/b], Light Troops, and Swiftstride, and can perform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Cape des tempêtes de sable
Le porteur gagne [b]Course rapide[/b], [b]Troupe légère[/b], [b]Vol (5", 15")[/b], et peut effectuer une [b]Attaque au passage[/b] qui inflige 2D6 touches de Force 2 et de Pénétration d'armure 1.
Sandsturmmantel
Der Träger erhält [b]Fly (5", 15")[/b], Light Troops, und Swiftstride, und kann eine [b]Sweeping Attack[/b] durchführen, die 2W6 Treffer mit Stärke 2 und Rüstungsdurchschlag 1 verursacht.
Sandstorm Cloak
The bearer gains [b]Fly (5", 15")[/b], Light Troops, and Swiftstride, and can perform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Sandstorm Cloak
The bearer gains [b]Fly (5", 15")[/b], Light Troops, and Swiftstride, and can perform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Sandstorm Cloak
The bearer gains [b]Fly (5", 15")[/b], Light Troops, and Swiftstride, and can perform a [b]Sweeping Attack[/b] that causes 2D6 hits with Strength 2 and Armour Penetration 1.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Charme de chance
Usage unique. Peut être activé lorsque la figurine du porteur rate une Sauvegarde d'armure. Cette Sauvegarde d'armure peut être relancée.
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.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Monile portafortuna
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.
Héritage magique
Dominant. Magicien uniquement. Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts. Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts. De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
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.
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.
Cimelio magico
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 Divine Attacks and Flaming Attacks and Magical Attacks.
Lumière purifiante
Enchantement : Arme de corps à corps. Au début de chaque Manche de combat, le porteur peut choisir de donner Attaque enflammée et Attaque magique aux attaques effectuées avec cette arme. Ces effets durent jusqu’à la fin de la Manche de combat.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and 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 Divine Attacks and 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 Divine Attacks and Flaming Attacks and Magical Attacks.
Luce purificante
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.
Coeur de héros
Enchantement : Arme de base et Paire d’armes. Le porteur de cette arme gagne +1 en valeur d’Attaque lorsqu’il l’utilise. Les attaques effectuées avec cette arme gagnent Attaque magique et ont toujours une Force d’au moins 5 et une Pénétration d’armure d’au moins 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.
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.
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).
Couronne du roi-magicien
Ne peut être prise par un Magicien. Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre. Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
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 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).
Corona del re mago
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″.
Couronne d'autocratie
Ne peut pas être pris par des figurines avec Pas un meneur.. La portée de Présence impérieuse du porteur est augmentée de 3″, jusqu’à un maximum de 18″, le cas échéant. Si la figurine n’a pas Présence impérieuse, elle gagne Présence impérieuse dont la portée est toujours de 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″.
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″.
Corona dell'autarchia
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 the Pharaohs
The bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
Couronne des pharaons
Le porteur accroît la portée de sa [b]Présence impérieuse[/b] de 6". Au début de chacun de vos Tours de joueur, le porteur peut perdre [b]Volonté éternelle[/b] jusqu'au début de votre prochain Tour de joueur et choisir une unité alliée à 12" ou moins. Cette unité gagne la règle [b]Volonté éternelle[/b] jusqu'au début de votre prochain Tour de joueur.
Krone der Pharaonen
Der Träger erhöht die Reichweite seiner Befehlsgewalt um 6". Zu Beginn jedes eigenen Spielerzugs darf der Träger Unsterblicher Wille verlieren und eine Einheit innerhalb von 12" auswählen. Diese Einheit profitiert von Unsterblicher Wille bis zum Beginn des nächsten eigenen Spielerzugs.
Crown of the Pharaohs
The bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
Crown of the Pharaohs
The bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
Crown of the Pharaohs
The bearer increases the range of its Commanding Presence by 6". At the start of each of your Player Turns, the bearer may lose Undying Will until the start of your next Player Turn and choose a friendly unit within 12". This unit gains Undying Will until the start of your next Player Turn.
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.
Crépuscule forgé
Enchantement : Bouclier. Lorsqu’il utilise ce Bouclier, le porteur peut décider de relancer ses jets de sauvegarde d’armure ratés. Si un jet de sauvegarde relancé grâce à cet enchantement rate, l’éventuel jet de sauvegarde spéciale contre cette blessure rate automatiquement.
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.
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.
Vespertino (Scudo)
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+).
Trompe-la-mort
Enchantement : Armure portée. Le porteur gagne +1 en Armure et Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
Death Mask of Teput
Enemy units in base contact with the bearer suffer -2 Offensive Skill.
Masque de mort de Temut
Les unités ennemies en contact avec le porteur subissent -2 en Capacité offensive.
Totenmaske von Teput
Modelle in gegnerischen Einheiten in Basekontakt mit dem Träger erleiden -2 Offensivfertigkeit.
Death Mask of Teput
Enemy units in base contact with the bearer suffer -2 Offensive Skill.
Death Mask of Teput
Enemy units in base contact with the bearer suffer -2 Offensive Skill.
Death Mask of Teput
Enemy units in base contact with the bearer suffer -2 Offensive Skill.
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Dextérité surnaturelle
Enchantement : Arme de corps à corps. Le porteur de cette arme gagne +2 en Capacité offensive et +2 en Agilité lorsqu’il l’utilise ; les attaques effectuées avec cette arme gagnent Attaque magique.
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.
Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
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.
Gemme de feu dragon
Le porteur gagne la règle À l'épreuve du feu.
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.
Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Gemma draconica
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Inscriptions Mystérieuses
Enchantement : Arme de corps à corps. Les attaques effectuées avec cette arme doivent relancer leurs jets pour blesser ratés.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
Eldritch Inscriptions
Failed to-wound rolls from attacks made with this weapon must be rerolled.
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 de libre pensée
Le porteur peut choisir jusqu’à deux Voies de magie sur la Liste d’armée plutôt qu’une, parmi celles qui lui sont normalement accessibles. Sélectionnez laquelle des deux Voies de magie vous comptez utiliser au moment de la Sélection des sorts. Le porteur ne peut choisir les Sorts appris nº5 et 6 de la Voie de magie sélectionnée.
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 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.
Essenza di una mente libera
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 de mithril
Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille. Enchantement : Armure portée. L’Armure du porteur passe à 5 et ne peut jamais être améliorée au-delà.
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.
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.
Sun's Embrace
The bearer gains [b]Distracting[/b] while using this Shield.
Étreinte solaire
Le porteur gagne [b]Perturbant[/b] tant qu'il utilise ce Bouclier.
Umarmung der Sonne
Der Träger erhält [b]Distracting[/b], während er diesen Schild benutzt.
Sun's Embrace
The bearer gains [b]Distracting[/b] while using this Shield.
Sun's Embrace
The bearer gains [b]Distracting[/b] while using this Shield.
Sun's Embrace
The bearer gains [b]Distracting[/b] while using this Shield.
Scourge of Kings
While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and, when fighting a Duel [b]must[/b] reroll failed to-wound rolls.
Fléau des rois
Lorsqu'il utilise cette arme, la valeur d'Attaque du porteur [b]passe[/b] à 6. Les attaques effectuées avec cette arme gagnent [b]Attaque magique[/b]. Lors d'un Duel, les jets pour blesser ratés des attaques effectuées avec cette arme doivent être relancés.
Geissel der Könige
Wenn der Träger diese Waffe benutzt, wird sein Attackewert auf 6 [b]gesetzt[/b]. Attacken mit dieser Waffe werden [b]Magische Attacken[/b] und [b]müssen[/b] misslungene Verwundungswürfe in einem Duell wiederholen.
Scourge of Kings
While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and, when fighting a Duel [b]must[/b] reroll failed to-wound rolls.
Scourge of Kings
While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and, when fighting a Duel [b]must[/b] reroll failed to-wound rolls.
Scourge of Kings
While using this weapon, the wielder's Attack Value is [b]set[/b] to 6. Attacks made with this weapon become [b]Magical Attacks[/b] and, when fighting a Duel [b]must[/b] reroll failed to-wound rolls.
Sacred Hourglass
The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Sablier sacré
Le porteur peut relancer les Tentatives de lancement de sort ratées utilisant un nombre de Dés de magie égal à 2 (relancez chaque Dé de magie).
Geweihte Sanduhr
Der Träger darf misslungene Zauberversuche wiederholen, die mit 2 Magiewürfeln unternommen wurden (wobei beide Magiewürfel wiederholt werden müssen).
Sacred Hourglass
The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Sacred Hourglass
The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Sacred Hourglass
The bearer may reroll failed Casting Attempts that were rolled using 2 Magic Dice (by rerolling both Magic Dice).
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Protection fantômatique
Enchantement : Armure lourde et Armure de plates. Le porteur gagne +2 en Armure contre les attaques qui ne sont pas des Attaque magique.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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.
Glyphe de saule
Figurines à pied uniquement. Enchantement : Bouclier. Lorsqu’il utilise ce Bouclier, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d’impact qui sont réparties sur lui ont −2 en Pénétration d’armure.
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.
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.
Godslayer
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, against Aegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
Tueuse de dieux
Lorsqu'il utilise cette arme, le porteur gagne +1 en valeur d'Attaque. Les attaques effectuées avec cette arme gagnent [b]Attaque divine[/b], [b]Attaque magique[/b] et [b]Blessures multiples (2, contre Ægide)[/b]. Notez que ce dernier Attribut d'attaque s'applique également contre les figurines ayant des sauvegardes d'[b]Ægide[/b] avec une Condition d'application non remplie.
Götterschlächter
Der Träger erhält +1 Attackewert, wenn diese Waffe benutzt wird. Attacken mit dieser Waffe werden zu [b]Divine Attacks[/b], [b]Magical Attacks[/b] und erhalten [b]Multiple Lebenspunktverluste (2, gegen Rettungswurf)[/b] (beachte, dass letzteres auch gegen Modelle gilt, die einen bedingten Rettungswurf haben, z.B. (2+, gegen Flammenattacken)).
Godslayer
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, against Aegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
Godslayer
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, against Aegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
Godslayer
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become [b]Divine Attacks[/b] and [b]Magical Attacks[/b], and gain [b]Multiple Wounds (2, against Aegis)[/b] (note that the latter also applies against models with Aegis Saves with Conditional Application).
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.
Tueuse de rois
Enchantement : Arme de corps à corps. Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur. Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
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.
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.
Sterminatrice di re
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.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Manchons foudroyants
Le porteur peut lancer Main des cieux (Thaumaturgie) en tant que Sort lié de Niveau de puissance (4/8).
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).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Vambraci del lampo
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Steeds of Nephet-Ra
Models with at least one Skeletal Horse model part in the bearer's unit gain [b]Ghost Step[/b] and +4" March Rate.
Montures de Nephet-Râ
Toutes les figurines avec au moins un Cheval squelette dans l'unité du porteur gagnent +4" en valeur de Marche forcée et [b]Mouvement spectral[/b].
Rösser von Nephet-Ra
Modelle in der Einheit des Trägers, die mindestens einen Skelettpferd- Modellteil enthalten, erhalten [b]Ghost Step[/b] und +4" Marschrate.
Steeds of Nephet-Ra
Models with at least one Skeletal Horse model part in the bearer's unit gain [b]Ghost Step[/b] and +4" March Rate.
Steeds of Nephet-Ra
Models with at least one Skeletal Horse model part in the bearer's unit gain [b]Ghost Step[/b] and +4" March Rate.
Steeds of Nephet-Ra
Models with at least one Skeletal Horse model part in the bearer's unit gain [b]Ghost Step[/b] and +4" March Rate.
Obsidian Rock
The bearer gains Magic Resistance (2).
Roc d'obsidienne
Le porteur gagne Résistance à la magie (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Scroll of Desiccation
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units. The effects last until the end of the game, even if the bearer is removed as a casualty.
Parchemin de dessiccation
Après avoir déterminé les Zones de déploiement (à la fin de l'étape 6 de la Séquence pré-partie), choisissez un Décor de type Champ, Forêt ou Terrain aquatique. Ce Décor perd l'ensemble de ses règles. Il compte comme Terrain dangereux (1) pour toutes les unités ennemies. d
Schriftrolle der Austrocknung
Nach der Auswahl der Aufstellungszonen (am Ende von Schritt 6 der Spielvorbereitung), wähle ein Wald-, Gewässer- oder Feld-Geländestück. Dieses Geländestück gilt nicht länger als das Geländestück, das es war, und verliert alle entsprechenden Regeln. Es wird als Gefährliches Gelände (1) für alle gegnerischen Einheiten behandelt.
Scroll of Desiccation
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units. The effects last until the end of the game, even if the bearer is removed as a casualty.
Scroll of Desiccation
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units. The effects last until the end of the game, even if the bearer is removed as a casualty.
Scroll of Desiccation
After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), choose a Field, Forest, or Water Terrain Feature. This Terrain Feature ceases to be the Terrain Feature it used to be and loses all its rules. It is treated as Dangerous Terrain (1) for all enemy units. The effects last until the end of the game, even if the bearer is removed as a casualty.
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 de force
Ne peut être prise par des figurines avec la règle Présence imposante. Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat. Jusqu'à la fin du Tour de joueur, le porteur gagne Attaque écrasante.
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 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 de rapidité
Usage unique. Peut être activée au début de n'importe quelle Phase ou Manche de combat Jusqu'à la fin du Tour de joueur, le porteur gagne +3 Agilité, jusqu'à un maximum de 10.
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.
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.
Pozione della rapidit
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 de pouvoir
Usage unique. Un Magicien avec cet Artéfact peut ajouter un (et un seul) Dé de magie de sa Réserve de dés à un de ses jets de lancement ou de dissipation de sort et ce, juste après avoir effectué ce jet de lancement ou de dissipation. (Remarque : les jets de lancement ne peuvent excéder la limite de 5 Dés de magie.)
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).
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).
Scettro del potere
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).
Sekhem Sceptre
The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
Sceptre de Sekhem
Le porteur gagne [b]Autonome[/b] et [b]Tenace[/b].
Sekhem-Szepter
Der Träger erhält [b]Autonom[/b] und [b]Stubborn[/b].
Sekhem Sceptre
The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
Sekhem Sceptre
The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
Sekhem Sceptre
The bearer gains [b]Autonomous[/b] and [b]Stubborn[/b].
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman de protection
Le porteur gagne Ægide (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talismano di protezione
The bearer gains Aegis (5+).
Talisman of the Void
The bearer gains Channel (1).
Talisman du Vide
Le porteur gagne Canalisation (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Talismano del vuoto
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).
Touché par la grâce
Enchantement : Arme de corps à corps. Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique. Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
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).
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).
Tocco di grandigia
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

EN FR DE PL ES IT
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.
Icône éthérée
0–3 par armée. Le porteur gagne Résistance à la magie (1). Si l’unité possède déjà une ou plusieurs instances de Résistance à la magie (X), celles-ci sont augmentées de 1 à la place.
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.
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.
Icona d'etere
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 the Entombed
If taken by a Character, the bearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Bannière des ensevelis
Si elle est portée par un Personnage, le porteur gagne [b]Embuscade souterraine[/b]. Si elle est portée par une figurine ordinaire, l'unité du porteur gagne [b]Embuscade souterraine[/b] et aucune figurine supplémentaire ne peut être ajoutée à l'unité pendant la création de la Liste d'armée. Les figurines de taille Standard utilisant cette bannière pour arriver en Embuscade [b]doivent[/b] arriver dans une formation comportant exactement 5 figurines par rang (exception faite du dernier rang, qui peut en contenir moins) et ne peuvent pas effectuer de Reformation ou de Reformation rapide durant ce Tour de joueur. Une unité avec [b]Embuscade souterraine[/b] compte également dans la catégorie Ensevelisquot;.
Banner der Begrabenen
Ein Charaktermodell, das dieses Banner trägt, erhält [b]Unterirdischer Hinterhalt[/b]. Falls das Banner von einem R&F-Modell getragen wird, erhält die Einheit des Trägers Unterirdischer Hinterhalt und der Einheit können keine zusätzlichen Modelle beim Erstellen der Armeeliste hinzugefügt werden. Modelle mit Höhe Standard, die durch dieses Banner im Hinterhalt aufgestellt werden, [b]müssen[/b] in einer Formation mit genau 5 Modellen pro Glied (außer dem letzten) aufgestellt werden und können keine Neuformierung (oder Schnelle Neuformierung) während dieses Spielerzugs durchführen. Eine Einheit mit Unterirdischer Hinterhalt zählt zusätzlich zu Begraben.
Banner of the Entombed
If taken by a Character, the bearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Banner of the Entombed
If taken by a Character, the bearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Banner of the Entombed
If taken by a Character, the bearer gains [b]Underground Ambush[/b]. If taken by a R&F model, the bearer's unit gains Underground Ambush and additional models cannot be added to the unit during Army List creation. Standard Height models using this banner to Ambush [b]must[/b] arrive in a formation containing exactly 5 models per rank (except for the last) and cannot make a Reform (or a Swift Reform) during this Player Turn. Units with Underground Ambush also count towards Entombed.
Banner of 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.
Bannière de Discipline
0–3 par armée. L’unité du porteur peut relancer ses Tests de panique ratés. Si le porteur de la Grande bannière ou le Général fait partie de l’unité du porteur, cette dernière réussit automatiquement tous ses Tests de panique.
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 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.
Insegna della disciplina
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.
Bannière de vitesse
0–3 par armée. Une unité avec une ou plusieurs Bannières de vitesse gagne +1″ en valeur de Mouvement simple et +2″ en valeur de Marche forcée.
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 Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Insegna della velocit
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.
Bannière de la compagnie infatigable
0–3 par armée. Usage unique. Cet Enchantement peut être activé pendant la Phase de mouvement du joueur qui la contrôle : toutes les figurines d’Infanterie dans l’unité du porteur onttoujours une valeur de Marche forcée de 15″ avec les restrictions suivantes : • Aucun Personnage ne peut quitter volontairement l’unité du porteur. • L’unité du porteur ne peut effectuer aucune Attaquede tir. • Une seule Bannière de la compagnie infatigable peut-être activée au cours d’une même phase. Ces effets durent jusqu’à la fin de ce Tour de joueur.
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.
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.
Insegna della compagnia implacabile
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.
Bannière ardente
0–3 par armée. Usage unique. Cet Enchantement peut être activé au début d’une Manche de combat ou avant de tirer avec l’unité du porteur : l’unité du porteur gagne Attaque enflammée. Si elle est activée au combat, ses effets durent jusqu’à ce que l’unité du porteur ne soit plus engagée au combat; si elle est activée avant de tirer avec l’unité du porteur, ses effets durent jusqu’à la fin de la 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.
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.
Stendardo infuocato
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.
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.
Bannière de la légion
0–3 par armée. Une unité avec une Bannière de la légion augmente son Bonus de rang maximum de +1 (cela signifie généralement que l’unité peut ajouter à son Résultat de combat un Bonus de rang de +4 si elle a 4 Rangs complets derrière le premier). Une unité avec deux Bannières de la légion ou plus augmente son Bonus de rang maximum de +2 à la place.
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.
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.
Stendardo della legione
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.
Bannière du rôdeur
0–3 par armée. L’unité du porteur gagne Guide.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Stendardo dell'oppressore
The bearer’s unit gains Strider.

Units od the army

EN FR DE PL ES IT
Pharaoh
Pharaon
Pharaoh
Pharaoh
Pharaoh
Pharaoh
Nomarch
Nomarque
Nomarch
Nomarch
Nomarch
Nomarch
Tomb Harbinger
Héraut des tombes
Nekropolenherold
Tomb Harbinger
Tomb Harbinger
Tomb Harbinger
Tomb Architect
Architecte des tombes
Gruftarchitekt
Tomb Architect
Tomb Architect
Tomb Architect
Death Cult Hierarch
Hiérarque du Culte des morts
Todeskult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Death Cult Hierarch
Casket of Phatep
Sarcophage de Phatep
Lade von Phatep
Casket of Phatep
Casket of Phatep
Casket of Phatep
Skeletal Horse
Cheval squelette
Skelettpferd
Skeletal Horse
Skeletal Horse
Skeletal Horse
Skeleton Chariot
Char squelette
Skelettstreitwagen
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Amuut
Amuut
Amuut
Amuut
Amuut
Amuut
Ark of Ages
Arche des âges
Arche der Zeitalter
Ark of Ages
Ark of Ages
Ark of Ages
Sha Guardian
Gardien Sha
Sha Wächter
Sha Guardian
Sha Guardian
Sha Guardian
Skeletons
Squelettes
Skelette
Skeletons
Skeletons
Skeletons
Skeleton Archers
Archers squelettes
Skelettbogenschützen
Skeleton Archers
Skeleton Archers
Skeleton Archers
Skeleton Cavalry
Cavaliers squelettes
Skelettkavallerie
Skeleton Cavalry
Skeleton Cavalry
Skeleton Cavalry
Skeleton Scouts
Éclaireurs squelettes
Skelettkundschafter
Skeleton Scouts
Skeleton Scouts
Skeleton Scouts
Skeleton Chariots
Chars squelettes
Skelettstreitwagen
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Necropolis Guard
Gardes des nécropoles
Nekropolenwächter
Necropolis Guard
Necropolis Guard
Necropolis Guard
Tomb Cataphracts
Cataphractes des tombes
Gruftkataphrakte
Tomb Cataphracts
Tomb Cataphracts
Tomb Cataphracts
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Shabtis
Great Vultures
Grands vautours
Große Aasgeier
Great Vultures
Great Vultures
Great Vultures
Scarab Swarms
Nuées de scarabées
Skarabäenschwärme
Scarab Swarms
Scarab Swarms
Scarab Swarms
Shabti Archers
Archers shabtis
Shabti-Schützen
Shabti Archers
Shabti Archers
Shabti Archers
Sand Stalkers
Traqueurs des dunes
Sandschleicher
Sand Stalkers
Sand Stalkers
Sand Stalkers
Charnel Catapult
Catapulte d'ossements
Leichenkatapult
Charnel Catapult
Charnel Catapult
Charnel Catapult
Sand Scorpion
Scorpion des sables
Sandskorpion
Sand Scorpion
Sand Scorpion
Sand Scorpion
Battle Sphinx
Sphinx de guerre
Kriegssphinx
Battle Sphinx
Battle Sphinx
Battle Sphinx
Dread Sphinx
Sphinx de l'effroi
Schreckenssphinx
Dread Sphinx
Dread Sphinx
Dread Sphinx
Tomb Reapers
Faucheurs sépulcraux
Grabseelenernter
Tomb Reapers
Tomb Reapers
Tomb Reapers
Colossus
Colosse
Koloss
Colossus
Colossus
Colossus
Ancient Giant
Ancient Giant
Ancient Giant
Ancient Giant
Ancient Giant
Ancient Giant