Kingdom of Equitaine

Kingdom of Equitaine

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Aegis
Ægide
Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines 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
Stand Behind
Se tient derrière
La figurine peut être placée n'importe où dans son unité, elle n'a pas besoin d'être placée le plus à l'avant possible, même si elle a la règle Au premier rang. Parmi les figurines avec Au premier rang, celles qui n'ont pas la règle Se tient derrière ont la priorité sur les figurines ayant cette règle qui doivent être placés le plus à l'avant possible de l'unité.
Im Hintergrund
Stand Behind
En Retaguardia
Al Riparo!
Battle Standard Bearer
Grande bannière
Armeestandartenträger
Battle Standard Bearer
Portaestandarte de Batalla
Alfiere da Battaglia
Beloved
Universal Rule. When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
Bien-aimée
Règle universelle. Lorsque cette figurine rejoint une unité avec au moins un Rang complet de figurines ayant la règle Formation en lance, elle gagne Se tient derrière et ne peut être choisie par l’adversaire pour être la figurine refusant un Duel.
Beloved
Universal Rule. When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
Beloved
Universal Rule. When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
Beloved
Universal Rule. When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
Amata
Universal Rule. When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
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
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. 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 Harnaché ou Inanimé). Une figurine avec au moins un élément avec 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 socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle 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 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.
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 .
Longbow
Portée 30", tir 1, Force 3, PA 0, tir de volée
Arc long
Portée 30", tir 1, Force 3, PA 0, tir de volée
Langbogen
Portée 30", tir 1, Force 3, PA 0, tir de volée
Longbow
Portée 30", tir 1, Force 3, PA 0, tir de volée
Arco Largo
Portée 30", tir 1, Force 3, PA 0, tir de volée
Arco Lungo
Portée 30", tir 1, Force 3, PA 0, tir de volée
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 Arme de base maniée par une figurine à pied peut être utilisée avec un Bouclier pour obtenir 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
Armure +1
Leichte Rüstung
Armor +1
Light Armour
Armor +1
Armadura Ligera
Armor +1
Armatura Leggera
armatura +1
Heavy Armour
+2 Armor
Armure lourde
+2 Armure
Schwere Rüstung
+2 Armor
Heavy Armour
+2 Armor
Armadura Pesada
+2 Armor
Armatura Pesante
armatura +2
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Attaque divine
Attaques & Armes, Mêlée Les Sauvegardes d'Ægide réussies contre des attaques avec cette règle doivent être relancées.
Heilige Attacken
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Ataques Divinos
Successful Aegis saves taken against the attack must be rerolled.
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
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 avec cette règle doit choisir une unité ennemie en contact socle à socle 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 d'Attaques de broyage et de Touches d'impact, elle ne peut utiliser qu'une des deux règles au choix lors d'une même Manche de combat (le choix revient au joueur contrôlant la figurine). Seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d'une figurine combinée peuvent utiliser ses Touches d'impact. Quand plusieurs figurines d'une même unité utilisent cette règle, et si X est un nombre aléatoire (Touches d'impact (1D6) par exemple), déterminez le nombre de touches de chaque instance de la règle séparément.
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.
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 des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de 12″. Il est fait comme un mouvement simple pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d'action, comme la Roue, la reformation, rejoindre et quitter des unités, etc. La distance de déplacement est de 12″ plutôt que de la valeur de la Caractéristique de Pas ordinaire et de Pas cadencé de l'unité. Une unité ne peut pas se retrouver à moins de 12″ d'un ennemi à l'issue de ce mouvement. Cette limite est réduite à 6″ si l'ennemi en question a utilisé la règle Avant-garde ou Éclaireur. Une unité qui a fait un déplacement d'Avant-garde ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. 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 de se déployer en dernier. Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu'il arrête tout déplacement d'Avant-garde.
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.
Bannerman
Universal Rule. 0–2 Models/Army. The Castellan gains Stand Behind and is a Standard Bearer.
Enseigne
Règle universelle. 0–2 figs./armée. Le Châtelain gagne Se tient derrière et devient Porte-étendard.
Bannerman
Universal Rule. 0–2 Models/Army. The Castellan gains Stand Behind and is a Standard Bearer.
Bannerman
Universal Rule. 0–2 Models/Army. The Castellan gains Stand Behind and is a Standard Bearer.
Bannerman
Universal Rule. 0–2 Models/Army. The Castellan gains Stand Behind and is a Standard Bearer.
Bannerman
Universal Rule. 0–2 Models/Army. The Castellan gains Stand Behind and is a Standard Bearer.
Lowborn
Universal Rule. The model may only join units comprised entirely of models with Insignificant.
Basse naissance
Règle universelle. La figurine ne peut rejoindre que des unités entièrement composées de figurines avec la règle Insignifiant.
Lowborn
Universal Rule. The model may only join units comprised entirely of models with Insignificant.
Lowborn
Universal Rule. The model may only join units comprised entirely of models with Insignificant.
Lowborn
Universal Rule. The model may only join units comprised entirely of models with Insignificant.
Umile lignaggio
Universal Rule. The model may only join units comprised entirely of models with Insignificant.
Bastard Sword
Close Combat Weapon Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
Épée bâtarde
Arme de corps à corps Les attaques effectuées avec cette arme gagnent +2 en Force, +2 en Pénétration d’armure et frappent toujours au Palier d’initiative 0 (quelle que soit l’Agilité du porteur). Durant la première Manche d’un combat, cette arme peut être utilisée comme une Lance si le porteur est de type Infanterie, ou comme une Lance légère si le porteur est du type Cavalerie. Une Épée bâtarde peut être enchantée comme s’il s’agissait d’une Arme lourde.
Bastard Sword
Close Combat Weapon Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
Bastard Sword
Close Combat Weapon Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
Bastard Sword
Close Combat Weapon Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
Spada bastarda
Close Combat Weapon Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
Insignificant
Insignifiant
Les unités composées entièrement de figurines avec cette règle ne provoquent pas de tests de Panique chez les unités alliées sans cette règle. Seuls les Personnages avec la règle Insignifiant peuvent rejoindre des unités avec cette règle.
Bedeutungslos
Insignificant
Insignificante
Insignificante
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher. Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
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
Attaques & Armes, Tir Une attaque avec cette règle ne peut pas être utilisée si la figurine attaquante a effectué un Mouvement simple, une Marche forcée, une Reformation ou un Pivot pendant le Tour de joueur actuel.
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 qui contient au moins une figurine avec cette règle 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 Armure
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.
Bowmen's Stakes
Universal Rule. When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover
Épieux d’archers
Règle universelle. Lorsque vous déployez cette unité, vous pouvez placer un Décor de type « Mur » entièrement à 1″ ou moins du front de l’unité mais pas en contact avec un autre Décor. Ce Mur est profond de 20 mm maximum, et sa taille ne peut pas être supérieure à la largeur du front de l’unité (maximum 12″). Il suit les règles normales des Murs, à l’exception qu’il donne Couvert léger au lieu de Couvert lourd.
Bowmen's Stakes
Universal Rule. When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover
Bowmen's Stakes
Universal Rule. When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover
Bowmen's Stakes
Universal Rule. When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover
Palizzata degli arcieri
Universal Rule. When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover
Eternal Champion
Universal Rule. The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed. While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.
Champion éternel
Règle universelle. Le Chevalier d’émeraude n’est pas déployé pendant la Phase de déploiement. Une fois par partie, au début de n’importe laquelle de vos Phases de mouvement, vous pouvez déployer le Chevalier d’émeraude. Il doit être déployé à 6″ ou moins d’une Demoiselle du Graal alliée. Le Chevalier d’émeraude ne peut pas effectuer de Marche forcée le tour où il est déployé. Si le Chevalier d’émeraude n’a pas été déployé avant la fin de la partie, il compte comme détruit. Tant que le Chevalier d’émeraude est à 12″ ou moins d’une Demoiselle du Graal alliée, il gagne Tenace et peut provoquer et accepter des Duels comme s’il était un Champion.
Eternal Champion
Universal Rule. The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed. While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.
Eternal Champion
Universal Rule. The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed. While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.
Eternal Champion
Universal Rule. The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed. While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.
Campione eterno
Universal Rule. The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel. The Green Knight cannot perform a March Move this Player Turn. If The Green Knight has not been deployed by the end of the game, it counts as destroyed. While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.
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. Toute armée se doit d'avoir quelques 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'un 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'à la fin du Tour de joueur.
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.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Charge dévastatrice
Attaques & Armes, Mêlée Si un élément de figurine ayant cette règle charge (ou s'il utilise une arme avec cette règle), alors il gagne la Règle de figurine et les modificateurs de Caractéristique précisés entre parenthèses. Par exemple, une figurine en charge avec Charge dévastatrice (+1 Force, Attaques empoisonnées) gagne +1 en Force et des Attaques empoisonnées lors de sa charge. Cette règle est cumulative : une figurine avec plusieurs instances de Charge dévastatrice applique tous leurs Attributs d'attaques et tous leurs modificateurs lorsqu'il charge.
Vernichtender Angriff
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carga Devastadora
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Carica Devastante
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
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.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre son Bonus de rangs ou la règle Indomptable à cause des Décors. Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la figurine n'est considérée comme possédant cette règle que lorsqu'elle interagit avec ce ou ces types de Décors.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Quick to Fire
Tir rapide
Attaques & Armes, Tir L'attaque ayant cette règle ne subit pas de pénalité de -1 pour toucher pour Bouger et tirer.
Schnell Schussbereit
Quick to Fire
Disparo Rápido
Rapido a Tirare
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
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Éclaireur doit annoncer lesquelles de ces unités utiliseront cette règle, en commençant par le joueur qui a choisi les zones de déploiement. Déployez l'armée normalement sauf les unités désignées. Ces dernières sont déployées une fois que toutes les autres, dans les deux camps, ont été déployées. Elles peuvent êtres placées dans votre zone de déploiement en suivant les règles normales, ou n'importe où ailleurs à condition qu'elles soient au moins à 18″ de toute unité ennemie. Cette limite est réduite à 12″ si l'unité avec la règle Éclaireur est entièrement déployée dans un Bâtiment, une Forêt, des Ruines, un Champ ou des Eaux. Une unité avec la règle Éclaireur déployée hors de la zone de déploiement de son propriétaire ne peut pas déclarer de charge lors du premier Tour si son camp a joué en premier. Si les deux joueurs désirent utiliser la règle Éclaireur, ils alternent les déploiements, une unité chacun, en commençant par le joueur qui a fini de se déployer en premier.
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.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terreur
La figurine gagne la règle Peur et est immunisée aux effets de la « Terreur ». Quand une unité avec au moins une figurine avec cette règle déclare une charge, la cible doit faire un Test de panique . Si le test est raté, la cible de la charge doit choisir « Fuir » en Réaction à la charge, si elle y est normalement autorisée.
Entsetzen
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Lambent Sword
Melee Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.
Épée chatoyante
Arme de corps à corps. Les attaques effectuées avec cette arme gagnent +2 en Force, +2 en Pénétration d’armure et ignorent la Parade.
Lambent Sword
Melee Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.
Lambent Sword
Melee Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.
Lambent Sword
Melee Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.
Spada guizzante
Melee Weapon. Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.
Forlorn Hope
Personal Protection. Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
Espoir des parjures
Protection personnelle. Les figurines ennemies ne comptent pas comme ayant chargé concernant la règle Charge dévastatrice lorsqu’elles attaquent une figurine avec la règle Espoir des parjures.
Forlorn Hope
Personal Protection. Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
Forlorn Hope
Personal Protection. Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
Forlorn Hope
Personal Protection. Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
Speranza perduta
Personal Protection. Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Holy Fervor
Universal Rule. A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
Ferveur sacrée
Règle universelle. Une unité rejointe par un Reliquaire sacré gagne Combat sur un rang supplémentaire. Si le Reliquaire sacré est en contact socle à socle avec une figurine ennemie, lui et toutes les unités alliées engagées dans le même combat gagnent +1 en Armure.
Holy Fervor
Universal Rule. A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
Holy Fervor
Universal Rule. A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
Holy Fervor
Universal Rule. A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
Sacro fervore
Universal Rule. A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
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
La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
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.
Forest Guide
Universal Rule. The model’s unit gains Magical Attacks and Strider (Forest).
Muse des forêts
Règle universelle. L’unité de cette figurine gagne les règles Attaques magiques et Guide (Forêt).
Forest Guide
Universal Rule. The model’s unit gains Magical Attacks and Strider (Forest).
Forest Guide
Universal Rule. The model’s unit gains Magical Attacks and Strider (Forest).
Forest Guide
Universal Rule. The model’s unit gains Magical Attacks and Strider (Forest).
Forest Guide
Universal Rule. The model’s unit gains Magical Attacks and Strider (Forest).
Lance Formation
Attack Attribute - Close Combat The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.
Formation en lance
Attribut d’attaque – Corps à corps La figurine gagne Combat sur un rang supplémentaire. Si plus de la moitié des figurines de l’unité a Formation en lance, il ne faut que 3 figurines de large pour former un Rang complet. De plus, l’unité gagne Charge dévastatrice (Combat sur un rang supplémentaire) tant qu’elle a exactement 3 figurines de large.
Lance Formation
Attack Attribute - Close Combat The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.
Lance Formation
Attack Attribute - Close Combat The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.
Lance Formation
Attack Attribute - Close Combat The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.
Formazione a lancia
Attack Attribute - Close Combat The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Mouvement spectral
La figurine traite tous les Décors comme un Terrain découvert pour ses déplacements, mais doit respecter la Règle du pouce d'écart lorsqu'elle termine son mouvement.
Körperlose Bewegung
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Ghost Step
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Paso Fantasmal
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Passo Fantasma
The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Giant See, Giant Do
Universal Rule. The model gains Insignificant, Serf, and Light Armour.
Grail Oath
0-1 Characters with Grail Oath per Army. - Universal Rule. The model gains Fearless. - Personal Protection. The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill. - Attack Attribute - Close Combat. The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Sacrement du graal
Règle universelle : La figurine gagne Sans peur. Protection individuelle : La figurine gagne Ægide (5+). Les Personnages gagnent aussi +1 en Capacité défensive. Attribut d’attaque : La figurine gagne Attaques magiques. Les Personnages gagnent aussi +1 en Capacité offensive.
Grail Oath
0-1 Characters with Grail Oath per Army. - Universal Rule. The model gains Fearless. - Personal Protection. The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill. - Attack Attribute - Close Combat. The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Grail Oath
0-1 Characters with Grail Oath per Army. - Universal Rule. The model gains Fearless. - Personal Protection. The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill. - Attack Attribute - Close Combat. The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Grail Oath
0-1 Characters with Grail Oath per Army. - Universal Rule. The model gains Fearless. - Personal Protection. The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill. - Attack Attribute - Close Combat. The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Voto del graal
0-1 Characters with Grail Oath per Army. - Universal Rule. The model gains Fearless. - Personal Protection. The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill. - Attack Attribute - Close Combat. The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Haine
Attaques & Armes, Corps à corps Durant la première Manche d’un combat, les jets pour toucher ratés d’attaques avec cette règle doivent être relancés.
Hass
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Hatred
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Odio
During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
Holy Migh
Attack Attribute - Melee. The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.
Puissance sacrée
Attribut d’attaque – Corps à corps. La figurine peut effectuer jusqu’à 2 Attaques de soutien lorsque son unité possède au moins un Rang complet.
Holy Migh
Attack Attribute - Melee. The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.
Holy Migh
Attack Attribute - Melee. The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.
Holy Migh
Attack Attribute - Melee. The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.
Sacra potenza
Attack Attribute - Melee. The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.
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 la règle Tirailleur peut tracer des Lignes de vue dans n'importe quelle direction (c'est-à-dire non limité par l'Arc Avant) à partir de n'importe quel point de son socle (rappelez-vous que les Mouvements de charge sont limités à une seule roue de 90° et les réactions de charge Maintenir et tirer ne peuvent être effectuées que contre des ennemis dans l'Arc avant) et peuvent toujours utiliser leurs attaques de tir depuis n'importe quel rang (elles ne sont pas limitées au premier et au deuxième rang). Les unités avec au moins une figurine ordinaire avec la règle Tirailleur sont déployées en une formation de tirailleur. Les figurines ne sont pas placés au contact socle à socle les uns des autres mais espacés de 12,5 mm lorsqu'ils forment une unité. On considère que ces espaces font partie intégrante de l'unité pour déterminer les Couvert et ils ont une hauteur équivalente à celle 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 Arrière, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en formation tirailleur gagnent les règles Troupes légères et Cible difficile. De plus, elles ne bloquent jamais une Ligne de vue, et lorsqu'elles contribuent à un Couvert lourd, elles contribuent à un Couverture léger à la place. Une unité en formation 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 tirailleurs lorsque toutes les figurines ordinaires avec Tirailleurs sont éliminées : contractez immédiatement leur formation de tirailleurs en une formation normale, sans déplacer le centre du rang avant. Décaler toute unité comme d'habitude pour maintenir le contact socle à socle 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.
Impetuous
Universal Rule. A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.
Impétueux
Une unité composée uniquement de figurines avec cette règle peut relancer ses jets de Portée de charge. La figurine gagne Frénésie et Sans peur tant qu’elle est engagée au combat.
Impetuous
Universal Rule. A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.
Impetuous
Universal Rule. A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.
Impetuous
Universal Rule. A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.
Impetuoso
Universal Rule. A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.
Master-at-Arms
Universal Rule. The Castellan gains +1 Attack Value and its unit gains Weapon Master.
Instructeur
Règle universelle. Le Châtelain gagne +1 en valeur d’Attaque et son unité gagne Maître d’armes.
Master-at-Arms
Universal Rule. The Castellan gains +1 Attack Value and its unit gains Weapon Master.
Master-at-Arms
Universal Rule. The Castellan gains +1 Attack Value and its unit gains Weapon Master.
Master-at-Arms
Universal Rule. The Castellan gains +1 Attack Value and its unit gains Weapon Master.
Master-at-Arms
Universal Rule. The Castellan gains +1 Attack Value and its unit gains Weapon Master.
Not a Leader
The model cannot be the General.
Pas un meneur
La figurine ne peut en aucun cas 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
Les Machines de guerre ne peuvent pas effectuer de Marche Forcée, déclarer des charges, poursuivre ou choisir de fuir en réaction à une charge. Les Personnages ne peuvent jamais rejoindre une unité avec la règle Machine de guerre. Un Personnage avec la règle 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 détruite automatiquement. Les Machines de guerre et les unités Engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat. Quand une unité charge une Machine de guerre, son front peut être amené au contact de n'importe quel point du socle de la Machine (elle doit maximiser le nombre de figurines au contact socle à socle). Aucun mouvement d'alignement n'est autorisé. Ignorez l'orientation de la Machine de Guerre (elle n'en a pas puisqu'elle a un socle rond).
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 qu'elle ne soit sélectionnée comme Monture pour un Personnage, une figurine avec Plateforme de guerre gagne les règles Pas un meneur et Personnage, avec les exceptions suivantes : - Elle ne compte pas dans la catégorie Personnages (pour la création de Listes d'armées). - Elle ne peut ni lancer ni relever un Duel ou utiliser la règle Faites place. - Elle peut utiliser la règle Mêlée tourbillonnante. - Elle ne compte pas en tant que Personnage en ce qui concerne la règle Garde du corps et les Blessures multiples. La figurine peut rejoindre des unités même si elle a la règle Présence imposante, et avoir Char ne l'empêche pas de joindre des unités sans la règle Char. Lorsqu'elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant peut-être 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 (par exemple en raison de socles incompatibles ou si le premier rang est trop étroit), la figurine ne peut pas rejoindre l'unité. Cela signifie qu'une Plateforme de guerre ne peut jamais rejoindre une unité avec des socles incompatibles et qu'une seule Plateforme de guerre peut être dans la même unité, sauf indication contraire.
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.
The Blessing
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
La Bénédiction
La figurine gagne Ægide (6+). Avant de déterminer qui jouera en premier (au début de l’étape 7 de la Séquence de la Phase de déploiement), décidez si votre armée Royaume d’Équitaine prie ou non. Si oui, les figurines alliées avec La Bénédiction gagnent en plus Ægide (5+, contre Force 5 ou plus), mais l’armée ne gagne aucun bonus lors du jet pour déterminer qui jouera en premier.
The Blessing
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
The Blessing
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
The Blessing
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
La benedizione
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance de cavalerie
Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+2 Force, +2 Pénétration d'armure). L'Infanterie ne peut pas utiliser de Lance de cavalerie.
Lanze
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lanza de Caballería
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lancia Pesante
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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 Force, +1 Pénétration d'armure). L'Infanterie ne peut pas utiliser de Lance légère.
Light Lance
Light Lance
Light Lance
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 cette règle peut effectuer un nombre illimité de Reformations quand elle se déplace en Mouvement simple comme en Marche forcée. Elle peut tirer même si elle s'est reformée ou a effectué une Marche forcée. Aucune figurine ne peut terminer son mouvement avec son centre plus éloigné de sa position initiale que sa valeur de Pas cadencé, en ayant contourné les obstacles et respecté la Règle du pouce d'écart. Cela signifie que lorsque vous vérifiez la distance parcourue par une figurine, vérifiez le déplacement que la figurine aurait pris si elle était seule, à l'exception que l'unité dans sa globalité ne peut pas enfreindre la règle d'espacement d'unité pendant le déplacement. Si la figurine a effectué une action pendant son déplacement, comme une Attaque au passage, la distance parcourue est mesurée en prenant en compte le passage par le point de l'action. Si plus de la moitié des figurines de l'unité possède la règle Troupes légères, l'unité compte comme n'ayant aucun Rang complet. Un Personnage d'Infanterie rejoignant une unité d'Infanterie avec la règle Troupes légères et ayant la même Taille que le Personnage gagne la règle Troupes légères tant qu'il reste avec 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.
Magic Resistance
Résistance à la magie
Un sort qui cible une unité ennemie avec au moins une figurine possédant la règle Résistance à la magie subit un modificateur -X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S'il existe différentes valeurs X pouvant être utilisées, utilisez la valeur la plus élevée.
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Supernal
Surnaturel
Toutes les attaques effectuées par cette figurine sont des Attaques magiques, y compris ses Attaques spéciales et Attaques écrasantes. De plus, la figurine gagne Instable, avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un Test de moral (les unités avec Tenace ou Indomptable ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) : – Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable. – Si le Test de moral est raté, suivez les règles habituelles d’Instable.
Metaphysisch
Supernal
Superno
Sovrannaturale
Oath of Fealty
Universal Rule. The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.
Serment d’allégeance
Règle universelle : La figurine gagne Présence impérieuse mais sa portée est de 6" et seules les unités avec au moins la moitié de leurs figurines avec la règle Serf peuvent en bénéficier.
Oath of Fealty
Universal Rule. The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.
Oath of Fealty
Universal Rule. The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.
Oath of Fealty
Universal Rule. The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.
Voto di fedelt
Universal Rule. The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus. Elle ne peut jamais être rejointe ou rejoindre une unité, à moins que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Pure of Heart
Universal Rule. Only Damsels and Characters with Grail Oath may join a unit with this rule.
Pur de cœur
Règle universelle. Seuls les Damoiselles du Graal et les Personnages avec Sacrement du Graal peuvent rejoindre l’unité.
Pure of Heart
Universal Rule. Only Damsels and Characters with Grail Oath may join a unit with this rule.
Pure of Heart
Universal Rule. Only Damsels and Characters with Grail Oath may join a unit with this rule.
Pure of Heart
Universal Rule. Only Damsels and Characters with Grail Oath may join a unit with this rule.
Puro di cuore
Universal Rule. Only Damsels and Characters with Grail Oath may join a unit with this rule.
Questing Oath
- Universal Rule. The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. - Attack Attribute - Close Combat. The model part gains +1 to-hit with Close Combat Attacks against models with Fear
Voeu de la quête
Règle universelle : a figurine est immunisée aux effets de la Peur des figurines ennemies. Les figurines avec Voeu de la quête ajoutent +2” de Mouvement simple à leurs jets de Portée de charge contre les unités ennemies dont au moins une figurine cause la Peur.
Questing Oath
- Universal Rule. The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. - Attack Attribute - Close Combat. The model part gains +1 to-hit with Close Combat Attacks against models with Fear
Questing Oath
- Universal Rule. The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. - Attack Attribute - Close Combat. The model part gains +1 to-hit with Close Combat Attacks against models with Fear
Questing Oath
- Universal Rule. The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. - Attack Attribute - Close Combat. The model part gains +1 to-hit with Close Combat Attacks against models with Fear
Voto della cerca
- Universal Rule. The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. - Attack Attribute - Close Combat. The model part gains +1 to-hit with Close Combat Attacks against models with Fear
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attribut d’attaque – Corps à corps. Chaque fois que la figurine perd un Point de vie, elle gagne +1 en valeur d’Attaque. Chaque fois qu’elle gagne un Point de vie, elle subit un malus de –1 en valeur d’Attaque.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rage
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Rabbia
Attack Attribute - Close Combat. Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Scorpion
Artillery Weapon. Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].
Scorpion
Arme d’artillerie. Portée 48″, Tir 1, Fo 3 [6], PA 10, Attaque de zone (1×5) [Blessures multiples (1D3+1, Ailes mutilées)].
Scorpion
Artillery Weapon. Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].
Scorpion
Artillery Weapon. Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].
Scorpion
Artillery Weapon. Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].
Scorpion
Artillery Weapon. Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].
Serf
A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met: - more than half of its models with Type Infantry and/or Cavalry have Serf and - the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.
Serf
Une unité gagne +2″ en valeur de Marche forcée jusqu’à la fin de la Phase de mouvement si elle satisfait aux deux conditions suivantes : • plus de la moitié de ses figurines du type Infanterie et/ou Cavalerie a la règle Serf. • au début de sa Marche forcée, l’unité est sous l’effet de la Présence impérieuse d’au moins une figurine avec la règle Serment d’allégeance .
Serf
A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met: - more than half of its models with Type Infantry and/or Cavalry have Serf and - the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.
Serf
A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met: - more than half of its models with Type Infantry and/or Cavalry have Serf and - the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.
Serf
A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met: - more than half of its models with Type Infantry and/or Cavalry have Serf and - the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.
Servo
A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met: - more than half of its models with Type Infantry and/or Cavalry have Serf and - the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.
Thrice Blessed
Personal Protection. The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
Trois-fois béni
Protection personnelle. Le Chevalier d’émeraude gagne La Bénédiction. Si l’armée a prié, le Chevalier d’émeraude gagne Ægide (+1).
Thrice Blessed
Personal Protection. The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
Thrice Blessed
Personal Protection. The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
Thrice Blessed
Personal Protection. The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
Tre volte benedetto
Personal Protection. The Green Knight gains The Blessing. If the Army Prayed, The Green Knight gains Aegis (+1).
Trebuchet
Catapult (4) Artillery Weapon Range 12-60", Shots 1, Str 4 [8], AP 2 [6], [Multiple Wounds (D3, Clipped Wings)].
Trébuchet
Arme d’artillerie. Catapulte (4×4). Portée 12-60″, Tir 1, Fo 4 [8], PA 2 [6], [Blessures multiples (1D3, Ailes mutilées)].
Trebuchet
Catapult (4) Artillery Weapon Range 12-60", Shots 1, Str 4 [8], AP 2 [6], [Multiple Wounds (D3, Clipped Wings)].
Trebuchet
Catapult (4) Artillery Weapon Range 12-60", Shots 1, Str 4 [8], AP 2 [6], [Multiple Wounds (D3, Clipped Wings)].
Trebuchet
Catapult (4) Artillery Weapon Range 12-60", Shots 1, Str 4 [8], AP 2 [6], [Multiple Wounds (D3, Clipped Wings)].
Trabucco
- Catapulta (4) Arma d'artiglieria

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
Le porteur gagne +1 en Armure et subit un malus de -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.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Appel du destin
Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and 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 : 12″. Durée : Dure 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.
Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Injection de basalte
Le porteur gagne +1 en Armure et la règle À l'épreuve du feu.
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.
Fortress of Faith
While using this Shield, the bearer [b]must[/b] reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and [b]must[/b] reroll natural Armour Save rolls of ‘1’.
Bastion de la foi
Lorsqu’il utilise ce Bouclier, les jets pour toucher et pour blesserdes Attaques de corps à corps du porteur ayant donné un ‘1’ naturel doivent être relancés. Les jets de sauvegardesd’armure ayant donné un ‘1’ naturel doivent aussi être relancés.
Fortress of Faith
While using this Shield, the bearer [b]must[/b] reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and [b]must[/b] reroll natural Armour Save rolls of ‘1’.
Fortress of Faith
While using this Shield, the bearer [b]must[/b] reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and [b]must[/b] reroll natural Armour Save rolls of ‘1’.
Fortress of Faith
While using this Shield, the bearer [b]must[/b] reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and [b]must[/b] reroll natural Armour Save rolls of ‘1’.
Fortezza della fede
While using this Shield, the bearer [b]must[/b] reroll natural to-hit andto-wound rolls of ‘1’ with its Close Combat Attacks, and [b]must[/b] reroll natural Armour Save rolls of ‘1’.
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Bâton de dragon
Le porteur gagne une Attaque de souffle (Force 3, Pénétration d'armure 0, Attaques enflammées).
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).
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
Usage unique. Peut être activé au début 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). Cette figurine ne peut lancer ce sort durant cette Phase de magie.
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.
Black Knight’s Tabard
One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are [b]set[/b] to 1, and it gains [b]Aegis (3+)[/b] until the end of the Player Turn.
Tabard du Chevalier noir
Usage unique. S’active lorsque les Points de vie du porteuratteignent 0 ou moins. Ignorez toutes les pertes de Points de vie qui feraient passer les Points de vie en-dessous de 0et ne retirez pas le porteur comme perte. À la place, après avoir résolu toutes les attaques simultanées (telles quetoutes les Attaques de tir de la même unité ou toutes les Attaques de mêlée effectuées au même Palier d’initiative),les Points de vie du porteur [b]passent[/b] à 1, et il gagne [b]Ægide (3+)[/b] jusqu’à la fin du Tour de joueur.
Black Knight’s Tabard
One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are [b]set[/b] to 1, and it gains [b]Aegis (3+)[/b] until the end of the Player Turn.
Black Knight’s Tabard
One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are [b]set[/b] to 1, and it gains [b]Aegis (3+)[/b] until the end of the Player Turn.
Black Knight’s Tabard
One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are [b]set[/b] to 1, and it gains [b]Aegis (3+)[/b] until the end of the Player Turn.
Tabarro del cavaliere nero
One use only. Activate when the bearer reaches 0 (or fewer) HealthPoints. Ignore all Health Point losses below 0 and do not remove the bearer as a casualty. Instead, after resolving allsimultaneous attacks (such as all Shooting Attacks from the same unit or all Melee Attacks at the same InitiativeStep), the bearer’s Health Points are [b]set[/b] to 1, and it gains [b]Aegis (3+)[/b] until the end of the Player Turn.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Inscriptions bénies
Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques divines et doivent relancer leurs jets pour blesser ratés.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Iscrizioni benedette
Attacks made with this enchanted weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Grimoire de maîtrise cabalistique
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Book of Arcane Mastery
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
Ranger's Boots
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
Bottes du forestier
Uniquement figurines d'Infanterie de taille Standard. Le porteur gagne la règle Guide et, à moins qu'il n'effectue un Mouvement de vol, gagne +2 en Pas ordinaire et +4 en Pas cadencé (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.
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.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Sfera di cristallo
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Brise-bouclier
Les attaques effectuées avec cette arme enchantée gagnent +6 en Pénétration d'armure, la règle Attaques magiques et ne peuvent jamais blesser sur un jet pour blesser inférieur à 3+.
Shield Breaker
Attacks made with this enchanted 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 enchanted 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 enchanted 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 enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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
Sorcier Uniquement. Un Magicien avec cet Artéfact connaît le Sort héréditaire de son Armée en plus de ses autres sorts.
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 enchanted weapon become Flaming Attacks and Magical Attacks.
Lumière purifiante
Au début de chaque Manche de combat, le porteur peut choisir de donner les règles Attaques enflammées et Attaques magiques aux attaques effectuées avec cette arme enchantée.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Cleansing Light
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become 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 enchanted weapon become Flaming Attacks and Magical Attacks.
Wyrmwood Core
The wielder gains [b]Breath Attack (Str 5, AP 0, Flaming Attacks)[/b].Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b].
Cœur de bois-dragon
Le porteur gagne une [b]Attaque de souffle (Fo 5, PA 0,Attaque enflammée)[/b]. Les attaques effectuées avec cette arme gagnent [b]Attaque enflammée[/b] et [b]Attaquemagique[/b].
Wyrmwood Core
The wielder gains [b]Breath Attack (Str 5, AP 0, Flaming Attacks)[/b].Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b].
Wyrmwood Core
The wielder gains [b]Breath Attack (Str 5, AP 0, Flaming Attacks)[/b].Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b].
Wyrmwood Core
The wielder gains [b]Breath Attack (Str 5, AP 0, Flaming Attacks)[/b].Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b].
Cuore di legno di drago
The wielder gains [b]Breath Attack (Str 5, AP 0, Flaming Attacks)[/b].Attacks made with this weapon become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b].
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Coeur de héros
Le porteur de cette arme enchantée gagne +1 en Valeur d'attaque lorsqu'il l'utilise. Les attaques effectuées avec cette arme enchantée gagnent la règle Attaques magiques et ont toujours une Force d'au moins 5 et une Pénétration d'armure d'au moins 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Hero's Heart
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
Uther’s Conviction
The wearer gains +1 Armour and [b]Aegis (+1, max. 4+, againstArmour Penetration 6 or more)[/b].
Conviction d’Uther
Le porteur gagne +1 en Armure et [b]Ægide (+1, max. 4+, contrePénétration d’armure 6 ou plus)[/b].
Uther’s Conviction
The wearer gains +1 Armour and [b]Aegis (+1, max. 4+, againstArmour Penetration 6 or more)[/b].
Uther’s Conviction
The wearer gains +1 Armour and [b]Aegis (+1, max. 4+, againstArmour Penetration 6 or more)[/b].
Uther’s Conviction
The wearer gains +1 Armour and [b]Aegis (+1, max. 4+, againstArmour Penetration 6 or more)[/b].
Uther’s Conviction
The wearer gains +1 Armour and [b]Aegis (+1, max. 4+, againstArmour Penetration 6 or more)[/b].
Storm Clarion
One use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
Corne-tempête
Usage unique. Activez cet objet au début de n’importe quel Tour de joueur. Lesunités ennemies ne peuvent pas faire de Mouvement de vol durant ce Tour de joueur.
Storm Clarion
One use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
Storm Clarion
One use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
Storm Clarion
One use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
Olifante della tempesta
One use only. May be activated at the start of any Player Turn. Enemy unitscannot make Flying Movements during this Player Turn.
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
Au moment de l'étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles du livre « Voies de magie » Batailles fantastiques : le 9e Âge. Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son Armée.
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
Le porteur gagne +1 en Discipline. Ce modificateur ne peut être utilisé pour accroitre la Discipline du porteur au-dessus de 10. Si cet Artefact est sélectionné par le Général, votre adversaire double ses Points de victoire pour avoir tué votre Général (c-à-d. 400 Points de victoire au lieu des 200 habituels dans la plupart des scénarios).
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″.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Crépuscule forgé
Lorsqu'il utilise ce bouclier enchanté, le porteur peut décider de relancer ses jets de Sauvegarde d'armure ratés ; mais s'il le fait, il ne peut alors effectuer de sauvegarde d'Ægide ou de Régénération.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Vespertino (Scudo)
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
Crystal of the Valiant Charge
One use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Cristal de la charge vaillante
Usage unique. Peut être activé au début de laPhase de magie ennemie. À l’étape 3 de cette phase, « Siphonner le Voile », avant de convertir les marqueurs « Voile »en Dés de magie, retirez 1 marqueur « Voile » de la réserve de marqueurs « Voile » du Joueur actif pour chaque unitéalliée de votre armée engagée au combat à 18″ ou moins du porteur. Ajoutez les marqueurs « Voile » retirés de cettemanière à votre propre réserve de marqueurs « Voile ». Cet effet ne peut porter à plus de 6 le nombre de marqueurs« Voile » dans la réserve de marqueurs « Voile »; les marqueurs excédentaires sont retirés.
Crystal of the Valiant Charge
One use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Crystal of the Valiant Charge
One use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Crystal of the Valiant Charge
One use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Cristallo della carica valente
One use only. May be activated at the start ofthe opponent’s Magic Phase. In this phase, during Siphon the Veil, before converting Veil Tokens into Magic Dice,remove 1 Veil Token from the Active Player’s Veil Token pool for each friendly unit that is Engaged in Combat within18″ of the bearer. Add the Veil Tokens removed this way to your Veil Token pool. This cannot increase your VeilToken pool beyond 6 Veil Tokens. Any excess Veil Tokens are discarded.
Crusader’s Salvation
The wearer gains +1 Armour and [b]must[/b] reroll failed ArmourSaves.
Salut du croisé
Le porteur gagne +1 en Armure et doit relancer ses jets desauvegarde d’armure ratés.
Crusader’s Salvation
The wearer gains +1 Armour and [b]must[/b] reroll failed ArmourSaves.
Crusader’s Salvation
The wearer gains +1 Armour and [b]must[/b] reroll failed ArmourSaves.
Crusader’s Salvation
The wearer gains +1 Armour and [b]must[/b] reroll failed ArmourSaves.
Salvezza del crociato
The wearer gains +1 Armour and [b]must[/b] reroll failed ArmourSaves.
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Trompe-la-mort
Le porteur gagne +1 en Armure et la règle Régénération (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+).
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Dextérité surnaturelle
Le porteur de cette arme enchantée gagne +2 en Capacité offensive et +2 en Agilité lorsqu'il l'utilise ; les attaques effectuées avec cette règle gagnent la règle Attaques magiques.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Destrezza ultraterrena
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Divine Judgement
Attacks made with this weapongain [b]Devastating Charge (Multiple Wounds (D3+1))[/b] and become [b]Magical Attacks[/b].
Jugement divin
Lesattaques effectuées avec cette arme gagnent [b]Attaque magique[/b] et [b]Charge dévastatrice (Blessuresmultiples (1D3+1))[/b].
Divine Judgement
Attacks made with this weapongain [b]Devastating Charge (Multiple Wounds (D3+1))[/b] and become [b]Magical Attacks[/b].
Divine Judgement
Attacks made with this weapongain [b]Devastating Charge (Multiple Wounds (D3+1))[/b] and become [b]Magical Attacks[/b].
Divine Judgement
Attacks made with this weapongain [b]Devastating Charge (Multiple Wounds (D3+1))[/b] and become [b]Magical Attacks[/b].
Giudizio divino
Attacks made with this weapongain [b]Devastating Charge (Multiple Wounds (D3+1))[/b] and become [b]Magical Attacks[/b].
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.
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
Un Magicien qui porte cet Artéfact peut sélectionner jusqu'à deux Voies parmi celles qui lui sont normalement accessibles plutôt qu'une. Sélectionnez laquelle des deux Voies vous comptez utiliser au moment de la Sélection des sorts.
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
Le porteur gagne +5 en Armure, jusqu'à un maximum de 5.
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.
Faith of Percival
While usingthis Shield, the wearer gains [b]Aegis (+1, max. 4+)[/b]. Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Foi de Perceval
Lorsqu’il utilise ce Bouclier, le porteur gagne [b]Ægide (+1, max. 4+)[/b]. Les attaques contre le porteurayant [b]Attaque divine[/b] perdent cet Attribut d’attaque lorsque ce dernier utilise ce Bouclier.
Faith of Percival
While usingthis Shield, the wearer gains [b]Aegis (+1, max. 4+)[/b]. Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Faith of Percival
While usingthis Shield, the wearer gains [b]Aegis (+1, max. 4+)[/b]. Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Faith of Percival
While usingthis Shield, the wearer gains [b]Aegis (+1, max. 4+)[/b]. Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Lealt di Parsifal
While usingthis Shield, the wearer gains [b]Aegis (+1, max. 4+)[/b]. Attacks against the bearer that are Divine Attacks lose thisAttack Attribute while using this Shield.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
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
Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
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.
Wafers of Penitence
One use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
Hosties de pénitence
Usage unique. Peuvent être activées après une Tentative dedissipation. Ajoutez +2 au résultat du jet. Ceci une exception à la règle des Modificateurs magiques.
Wafers of Penitence
One use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
Wafers of Penitence
One use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
Wafers of Penitence
One use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
Ostie della penitenza
One use only. May be activated after rolling for a Dispelling Attempt.Add +2 to the rolled result. This is an exception to the Casting and Dispelling Modifiers rule.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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
Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur. Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
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).
Obsidian Rock
The bearer gains Magic Resistance (2).
Roc d'obsidienne
Le porteur gagne la règle 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).
Potion of Strength
One use only. May be activated at the start of any phase or 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 phase or 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 phase or 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 phase or 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 phase or 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.
Tristan’s Resolve
While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and [b]Magical Attacks[/b]. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
Volonté de Tristan
Lorsqu’il utilise cette arme, le porteur gagne +1 en Force, +1 enPénétration d’armure, +1 en valeur d’Attaque et [b]Attaque magique[/b]. Après un jet pour toucher réussi, le porteurpeut annuler une touche réussie avec cette arme pour désigner une arme enchantée portée par la cible de cetteattaque. Les Enchantements d’arme sur cette arme sont ignorés pour le reste de la partie.
Tristan’s Resolve
While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and [b]Magical Attacks[/b]. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
Tristan’s Resolve
While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and [b]Magical Attacks[/b]. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
Tristan’s Resolve
While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and [b]Magical Attacks[/b]. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
Risolutezza di Tristan
While using this weapon, the wielder gains +1 Strength, +1 ArmourPenetration, +1 Attack Value, and [b]Magical Attacks[/b]. After a successful to-hit roll, the attacker may discard oneof the hits with this weapon and choose an enchanted weapon carried by the model the attack was allocated towards.The Weapon Enchantments of the chosen weapon are ignored for the rest of the game.
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
Dominant. 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, 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).
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 enchanted 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
Les attaques effectuées avec cette arme enchantée gagnent +1 en Force, +1 en Pénétration d'armure et la règle Attaques magiques. 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 toujours dépasser cette valeur en vertu de modificateurs provenant d'autres sources, tels que des sorts).
Touch of Greatness
Attacks made with this enchanted 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 enchanted 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 enchanted 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 enchanted 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
L'unité du porteur gagne la règle Résistance à la magie (1).
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 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
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 et tous ses Tests de décimation.
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 Roland
The bearer’s unit gains [b]Aegis (+1, max. 4+, against Ranged Attacks)[/b]. Inaddition, enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by thebearer’s unit.
Bannière de Roland
L’unité du porteur gagne [b]Ægide (+1, max. 4+, contre les Attaquesà distance)[/b]. De plus, les unités ennemies ne peuvent pas choisir « Tenir la position et tirer » comme Réaction àune charge contre l’unité du porteur.
Banner of Roland
The bearer’s unit gains [b]Aegis (+1, max. 4+, against Ranged Attacks)[/b]. Inaddition, enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by thebearer’s unit.
Banner of Roland
The bearer’s unit gains [b]Aegis (+1, max. 4+, against Ranged Attacks)[/b]. Inaddition, enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by thebearer’s unit.
Banner of Roland
The bearer’s unit gains [b]Aegis (+1, max. 4+, against Ranged Attacks)[/b]. Inaddition, enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by thebearer’s unit.
Stendardo di Roland
The bearer’s unit gains [b]Aegis (+1, max. 4+, against Ranged Attacks)[/b]. Inaddition, enemy units cannot choose Stand and Shoot as a Charge Reaction when reacting to Charges made by thebearer’s unit.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
Bannière de vitesse
Une unité avec une ou plusieurs Bannières de vitesse gagne +1 en Pas ordinaire et +2 en Pas cadencé.
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 Green Knight
One use only. May be activated during theowner’s Movement Phase. The bearer’s unit gains +2″ March Rate, [b]Ghost Step[/b], and loses Scoring. All friendlyunits are treated as Impassable Terrain. The effects last until the start of the next Player Turn.
Bannière du Chevalier d’émeraude
Usage unique. Peut être activée pendant la Phasede mouvement du porteur. L’unité du porteur gagne +2″ en valeur de Marche forcée, [b]Mouvement spectral[/b], etperd [b]Capture[/b]. Toutes les unités alliées sont traitées comme un Terrain infranchissable. Les effets prennent finau début du prochain Tour de joueur.
Banner of the Green Knight
One use only. May be activated during theowner’s Movement Phase. The bearer’s unit gains +2″ March Rate, [b]Ghost Step[/b], and loses Scoring. All friendlyunits are treated as Impassable Terrain. The effects last until the start of the next Player Turn.
Banner of the Green Knight
One use only. May be activated during theowner’s Movement Phase. The bearer’s unit gains +2″ March Rate, [b]Ghost Step[/b], and loses Scoring. All friendlyunits are treated as Impassable Terrain. The effects last until the start of the next Player Turn.
Banner of the Green Knight
One use only. May be activated during theowner’s Movement Phase. The bearer’s unit gains +2″ March Rate, [b]Ghost Step[/b], and loses Scoring. All friendlyunits are treated as Impassable Terrain. The effects last until the start of the next Player Turn.
Stendardo del cavaliere verde
One use only. May be activated during theowner’s Movement Phase. The bearer’s unit gains +2″ March Rate, [b]Ghost Step[/b], and loses Scoring. All friendlyunits are treated as Impassable Terrain. The effects last until the start of the next Player Turn.
Banner of the Last Charge
R&F Cavalry models in the bearer’s unit gain[b]Impact Hits (X)[/b], where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved withStrength 4 and Armour Penetration 1.
Étendard de la dernière charge
Les figurines ordinaires de Cavalerie de l’unité duporteur gagnent [b]Touches d’impact (X)[/b], où X est égal au nombre de Rangs complets de l’unité. Ces [b]Touchesd’impact[/b] ont Force 4 et Pénétration d’armure 1.
Banner of the Last Charge
R&F Cavalry models in the bearer’s unit gain[b]Impact Hits (X)[/b], where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved withStrength 4 and Armour Penetration 1.
Banner of the Last Charge
R&F Cavalry models in the bearer’s unit gain[b]Impact Hits (X)[/b], where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved withStrength 4 and Armour Penetration 1.
Banner of the Last Charge
R&F Cavalry models in the bearer’s unit gain[b]Impact Hits (X)[/b], where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved withStrength 4 and Armour Penetration 1.
Stendardo dell'ultima carica
R&F Cavalry models in the bearer’s unit gain[b]Impact Hits (X)[/b], where X is equal to the number of Full Ranks in the unit. These Impact Hits are resolved withStrength 4 and Armour Penetration 1.
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
Cette bannière peut être activée pendant la Phase de mouvement du joueur qui la contrôle. Toutes les figurines d'Infanterie dans l'unité du porteur ont toujours une valeur de Pas cadencé de 15″, jusqu'à la fin de ce Tour de joueur. Une seule Bannière de la compagnie infatigable peut être activée au cours d'une même 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.
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
Cette bannière peut être activée au début d'une Manche de combat ou avant de tirer avec l'unité du porteur. L'unité du porteur gagne la règle Attaques enflammées. 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
L'unité du porteur augmente son Bonus de rang maximum de +1 (cela signifie généralement que l'unité peut ajouter à son Résultat de combat des bonus jusqu'à 4 Rangs complets, ou jusqu'à 5 Rangs complets si deux étendards portant cet enchantement sont présents dans la même unité).
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
L'unité du porteur gagne la règle 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.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Bannière lacérante
Cet Enchantement peut être activé au début d'une Manche de combat. les Attaques de corps à corps effectuées par les figurines ordinaires d'une unité avec une ou plusieurs Bannières lacérantes gagnent +1 en Pénétration d'armure. Ses effets durent jusqu'à ce que l'unité du porteur ne soit plus engagée au combat
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
L'Oriflamme
Le porteur gagne Peur. Les unités ennemies en contact avec l’unité du porteur ne peuvent bénéficier du Ralliement au drapeau.
Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.
Orifiamma
The bearer gains Fear. Enemy units in base contact with the bearer's unit cannot benefit from Rally Around the Flag.

Units od the army

EN FR DE PL ES IT
Damsel
Damoiselle du Graal
Damsel
Damsel
Damsel
Damigella
Duke
Duc
Duke
Duke
Duke
Duca
Paladin
Paladin
Paladin
Paladin
Paladin
Paladino
Castellan
Châtelain
Castellan
Castellan
Castellan
Castellano
Castellan - Bannerman
Châtelain Enseigne
Castellan - Bannerman
Castellan - Bannerman
Castellan - Bannerman
Castellano - Gonfaloniere
Horse
Cheval
Horse
Horse
Horse
Cavallo
Barded Warhorse
Destrier caparaçonné
Barded Warhorse
Barded Warhorse
Barded Warhorse
Cavallo da guerra bardato
Pegasus
Pégase
Pegasus
Pegasus
Pegasus
Pegaso
Equitan Unicorn
Licorne d’Équitaine
Equitan Unicorn
Equitan Unicorn
Equitan Unicorn
Unicorno
Hippogriff
Hippogriffe
Hippogriff
Hippogriff
Hippogriff
Ippogrifo
Knights Aspirant
Aspirants chevaliers
Knights Aspirant
Knights Aspirant
Knights Aspirant
Aspiranti cavalieri
Knights of the Realm
Chevaliers du royaume
Knights of the Realm
Knights of the Realm
Knights of the Realm
Cavalieri del regno
Peasant Levy
Levée paysanne
Peasant Levy
Peasant Levy
Peasant Levy
Leva di popolani
Peasant Bowmen
Archers paysans
Peasant Bowmen
Peasant Bowmen
Peasant Bowmen
Arcieri popolani
Knights of the Quest
Chevaliers de la Quête
Knights of the Quest
Knights of the Quest
Knights of the Quest
Cavalieri della cerca
Knights Forlorn
Chevaliers parjures
Knights Forlorn
Knights Forlorn
Knights Forlorn
Cavalieri perduti
Knights of the Grail
Chevaliers du Graal
Knights of the Grail
Knights of the Grail
Knights of the Grail
Cavalieri del graal
The Green Knight
Chevalier d’émeraude
The Green Knight
The Green Knight
The Green Knight
Il cavaliere verde
Yeoman Outriders
Roturiers montés
Yeoman Outriders
Yeoman Outriders
Yeoman Outriders
Vassalli apripista
Brigands
Brigands
Brigands
Brigands
Brigands
Briganti
Peasant Crusaders
Frères pénitents
Peasant Crusaders
Peasant Crusaders
Peasant Crusaders
Pellegrini popolani
Sacred Reliquary
Reliquaire sacré
Sacred Reliquary
Sacred Reliquary
Sacred Reliquary
Sacro reliquiario
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Scorpion
Trebuchet
Trébuchet
Trebuchet
Trebuchet
Trebuchet
Trebuchet
Pegasus Knights
Chevaliers pégases
Pegasus Knights
Pegasus Knights
Pegasus Knights
Cavalieri su pegaso
Feudal Giant
Feudal Giant
Feudal Giant
Feudal Giant
Feudal Giant
Feudal Giant