Ogre Khans

Ogre Khans

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Ambush
Embuscade
À l'étape 8 de la séquence de Pré-partie (après la Sélection des sorts), une armée qui contient des unités avec la règle Embuscade 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. À partir de votre deuxième Tour de jeu, lancez un dé pour chaque unité en Embuscade à la fin de l'étape 2 de la Séquence de la phase de mouvement, après avoir déplacé les unités avec un Mouvement aléatoire. Une fois tous les dés lancés, chaque unité pour laquelle un 3+ a été obtenu peut entrer sur le champ de bataille depuis n'importe quel bord de table. Positionnez l'unité avec l'intégralité de son rang arrière en contact avec un bord de table. Elle est ensuite libre de se déplacer mais ne peut pas effectuer de Marche forcée, et aucune figurine ne doit finir à plus de la valeur de sa Caractéristique de Pas cadencé du bord de table. Si une unité en Embuscade n'a pas pu entrer sur le champ de bataille, en ratant ses jets sur 3+, à la fin de la partie, elle comme ayant été détruite. Un Personnage en Embuscade peut être déployé directement dans une unité en Embuscade s'il peut la rejoindre dans des conditions normales. Déclarez-le alors au moment de déterminer quelles unités de l'armée sont en Embuscade. Dans ce cas, lancez un seul dé pour l'Unité combinée. Jusqu'à son arrivée sur le champ de bataille, une unité en Embuscade ne peut effectuer aucune action et tous ses objets, règles et capacités sont inutilisables.
Hinterhalt
Ambush
Emboscada
Agguato
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.
Animal Master
Universal Rule. The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
Maître de la faune
Règle universelle. La figurine gagne la règle Présence impérieuse, mais seules les unités de Tigres à dents de sabre peuvent en bénéficier.
Animal Master
Universal Rule. The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
Animal Master
Universal Rule. The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
Animal Master
Universal Rule. The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
Signore degli animali
Universal Rule. The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.
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 .
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Ardeur guerrière
Attaques & Armes, Mêlée Si une attaque avec cette règle touche avec un résultat non modifié de '6', l'attaque inflige deux touches au lieu d'une.
Schlachtfokus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Battle Focus
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Trance de Batalla
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Estasi della Battaglia
If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arme lourde
Les attaques portées avec une Arme lourde ont +2 en Force, +2 en Pénétration d'armure mais sont faites au Palier d'initiative 0, quelle que soit l'Agilité du porteur. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Zweihandwaffe
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Arma a Dos Manos
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
Grande Arma
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paire d'armes
Le porteur gagne +1 en Valeur d'attaque quand il utilise cette arme. Les attaques portées avec une Paire d'armes gagnent +1 en Capacité offensive et ignorent la Parade. Une figurine utilisant cette arme ne peut pas utiliser simultanément un Bouclier contre des Attaques de mêlée.
Waffenpaar
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Armas Emparejadas
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Coppia d'Armi
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Armes de jet
Portée 8″, tir 2, FO Utilisateur, PA Utilisateur, Tir précis, Tir rapide
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Armi da lancio
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Back to Work!
Universal Rule. The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
Au Boulot !
Règle universelle. Le Contremaître ferrailleur est un Champion qui ne bénéficie pas de la règle Premier parmi ses pairs. En revanche, il gagne la règle Ralliement au drapeau, mais seuls les Ferrailleurs, les Jettesferraille et les Braconniers ferrailleurs peuvent en bénéficier.
Back to Work!
Universal Rule. The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
Back to Work!
Universal Rule. The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
Back to Work!
Universal Rule. The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
Torniamo al lavoro!
Universal Rule. The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.
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.
Freezing Aura
Universal Rule. The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8). Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Aura glaçante
Règle universelle. La figurine peut lancer le sort Hurlement glaçant du Chamanisme comme un Sort lié de Niveau de Puissance (4/8). Toutes les unités ennemies dans un rayon de 9″ d’un ou de plusieurs Mammouths de givre subissent une pénalité de –3 en Agilité. Le jet de dés pour déterminer la Distance de fuite d’une unité ennemie Démoralisée au combat alors qu’elle est en contact avec au moins un Mammouth de givre est sujet à la règle Jet minimisé.
Freezing Aura
Universal Rule. The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8). Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Freezing Aura
Universal Rule. The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8). Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Freezing Aura
Universal Rule. The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8). Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Aura ghiacciata
Universal Rule. The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8). Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.
Living Avalance
Attack Attribute - Close Combat The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.
Avalanche incarnée
Attribut d’attaque. Les Touches d'impact de la figurine gagnent +1 en Force et +1 en Pénétration d’armure.
Living Avalance
Attack Attribute - Close Combat The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.
Living Avalance
Attack Attribute - Close Combat The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.
Living Avalance
Attack Attribute - Close Combat The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.
Valanga vivente
Attack Attribute - Close Combat The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.
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.
Battle-Scarred
Universal Rule. Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
Balafres de guerre
Règle universelle. Chaque unité de Mercenaires vétérans doit choisir deux règles parmi les suivantes (mentionnées dans la liste d’armée). Chaque figurine de l’unité gagne : - Armure de plates - Attaques empoisonnées - Avant-garde - Charge dévastatrice (+1 Fo, +1 PA) - Coup fatal - Course rapide - Résistance à la magie (2) - Tir précis Chaque règle ne peut être prise que par une seule unité de Mercenaires vétérans.
Battle-Scarred
Universal Rule. Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
Battle-Scarred
Universal Rule. Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
Battle-Scarred
Universal Rule. Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
Segnati dalla guerra
Universal Rule. Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.
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
It's A Trap!
Universal Rule. Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase. If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
C'est un piège !
Règle universelle. Chaque unité de Braconniers ferrailleurs peut positionner des marqueurs « Piège » : - Elle peut en positionner un juste avant le début de la bataille (au cours de l’étape 7 de la Phase de déploiement), dans un seul Décor (autre qu’un Terrain découvert) dans lequel l’unité est déployée ou avec lequel elle est entrée en contact au cours de son mouvement d’Avant-garde. - Elle peut en positionner un au cours de chaque Phase de mouvement, dans un unique Décor (autre qu’un Terrain découvert) avec lequel l’unité est entrée en contact à n’importe quel moment de cette phase après un Mouvement simple, une Marche forcée ou une Reformation. Si une unité ennemie traverse ou entre en contact au cours d’un Mouvement simple, une Marche forcée, une Reformation, un Pivot, un Mouvement de charge, de charge ratée, de poursuite ou de fuite avec un Décor sur lequel sont disposés un ou plusieurs marqueurs « Piège », enlevez tous les marqueurs « Piège » de ce Décor : - chaque figurine de l’unité concernée doit faire un Test de terrain dangereux (1) (ces tests ne sont pas considérés comme ayant étant causés par le Décor). Remarque : tout Test de terrain dangereux qui serait normalement provoqué par ce Décor doit toujours être effectué.
It's A Trap!
Universal Rule. Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase. If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
It's A Trap!
Universal Rule. Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase. If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
It's A Trap!
Universal Rule. Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase. If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
una trappola!
Universal Rule. Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase. If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.
Hand Cannon
Shooting Weapon. Range 24", Shots D6, Str 4, AP 2, Quick to Fire.
Canon à bandoulière
Arme de tir. Portée 24″, Tirs 1D6, Fo 4, PA 2, Tir rapide.
Hand Cannon
Shooting Weapon. Range 24", Shots D6, Str 4, AP 2, Quick to Fire.
Hand Cannon
Shooting Weapon. Range 24", Shots D6, Str 4, AP 2, Quick to Fire.
Hand Cannon
Shooting Weapon. Range 24", Shots D6, Str 4, AP 2, Quick to Fire.
Cannone a mano
Shooting Weapon. Range 24", Shots D6, Str 4, AP 2, Quick to Fire.
Thunder Cannon
This weapon can be fired in two ways: - As a Cannon Artillery Weapon: Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 5, AP 4. A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Crache-tonnerre
Cette arme peut être utilisée de deux manières : – Comme une Arme d’artillerie de type Canon : Portée 48″, Tir 1, Fo 5[10], PA 2[10], Attaque de zone (1×5), [Blessures multiples (1D3+1, Ailes mutilées)]. – Comme une Arme d’artillerie de type Batterie de tir : Portée 12″, Tirs 2D6, Fo 5, PA 4. Si le Crache-tonnerre ne fait que des Pivots et n’effectue aucun déplacement supplémentaire durant sa Phase de mouvement, il ne souffre pas de la pénalité pour « Bouger et tirer » au cours de la Phase de tir suivante.
Thunder Cannon
This weapon can be fired in two ways: - As a Cannon Artillery Weapon: Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 5, AP 4. A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Thunder Cannon
This weapon can be fired in two ways: - As a Cannon Artillery Weapon: Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 5, AP 4. A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Thunder Cannon
This weapon can be fired in two ways: - As a Cannon Artillery Weapon: Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 5, AP 4. A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Cannone del tuono
This weapon can be fired in two ways: - As a Cannon Artillery Weapon: Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)]. - As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 5, AP 4. A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
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.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Course rapide
Une unité entièrement composée de figurines avec cette règle lance 1D6 supplémentaire et ignore le dé ayant donné le résultat le plus bas pour ses jets de distance de Charge, Charge irrésistible, Fuite ou Poursuite. En général, cela fait lancer trois dés pour n'en conserver que les deux meilleurs.
Schnelle Bewegung
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Zancada Veloz
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Falcata Rapida
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.
Cuir de granite
Si la figurine subit une blessure assujettie à la règle Blessures multiples, le nombre de Points de vie perdus par la figurine en raison de cette règle est divisé par deux (arrondi au supérieur).
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.
Pelle rocciosa
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.
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.
Sons of the Avalanche
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.
Fils de l'avalanche
L’’élément de figurine gagne Touches d’impact (1). Si son unité possède deux Rangs complets ou plus, la figurine gagne à la place Touches d’impact (2). Un Personnage possédant la règle Fils de l’avalanche gagne à la place Touches d’impact (1D3) (ou Touches d’impact (1D3+1) si son unité possède deux Rangs complets ou plus). De plus, la figurine est immunisée aux effets de la Peur des figurines ennemies.
Sons of the Avalanche
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.
Sons of the Avalanche
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.
Sons of the Avalanche
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.
Figli della valanga
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Zähigkeit
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Fortaleza
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Tempra
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frénésie
Une unité avec au moins la moitié de ses figurines avec Frénésie ne peut pas choisir de Fuir comme Réaction à charge. Lors de Tests de discipline, appliquer ce qui suit : ● Pour un Test de panique, de décimation ou de peur : l'unité gagne +2 en Discipline. ● Pour un Test de moral, effectuez le test normalement. ● Pour tout autre Test de discipline, l'unité souffre d'un malus de -2 en Discipline. Au début de la Phase de charge, chacune de vos unités avec au moins une figurine ayant Frénésie qui pourrait déclarer une charge contre une unité ennemie à une distance de Pas ordinaire +7 " (en utilisant la plus basse valeur de Pas ordinaire parmi les figurines de l'unité) doit passer un Test de discipline, appelé Test de frénésie. Si Sommaire 82 Règles spéciales le test échoue, toute l'unité doit déclarer une charge à ce Tour de ce joueur. Notez que les Personnages ne sont jamais obligés de charger en dehors de leur unité.
Raserei
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenzy
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Frenesí
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Furia
A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following: - If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline. - If it is a Break Test, roll the test as normal. - If it is anyother Discipline Test, the unit suffers -2Discipline. At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".
Géant voit, géant fait
Règle universelle. La figurine gagne la règle Fils de l'avalanche et compte comme un Personnage pour ce qui concerne cette règle. La figurine est un Musicien. La portée de sa règle « Suivez le rythme » est étendue à 18″. De plus, les unités ennemies doivent faire un Test de marche forcée si elles se trouvent à 18″ du Géant asservi au lieu de 8″.
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".
Giant See, Giant Do
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".
Gigante vede, gigante fa
Universal Rule. The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche. The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".
Scrapling Lookout
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.
Guetteur ferrailleur
Si une unité inclut un Porte-étendard ou un Porteur de grande bannière équipé d’un Guetteur ferrailleur, les figurines ordinaires doivent être moins de 3 (au lieu de 5) avant que les touches ne puissent être réparties sur les Personnages du même Type et de la même Taille que l’unité.
Scrapling Lookout
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.
Scrapling Lookout
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.
Scrapling Lookout
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.
Vedetta scrofolo
If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.
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.
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.
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimé
Mêlée Les éléments de figurine avec Inanimé ne peuvent pas effectuer d'Attaques de corps à corps et ne peuvent pas utiliser d'Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé).
Unbelebt
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimate
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimado
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Inanimato
Inanimate - Melee Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indémoralisable
La figurine gagne la règle Sans peur et réussit automatiquement ses tests de Moral. Un Personnage avec cette règle ne peut rejoindre qu'une unité ayant cette règle, et une unité avec la règle Indémoralisable ne peut être rejointe que par des Personnages ayant cette règle.
Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
Scratapult
Catapult (5x5) Artillery Weapon. Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Jette-ferraille
Arme d’artillerie de type Catapulte (5×5). Portée 12-48″, Tir 1, Fo 3, PA 1, Coup fatal. Si le Jette-ferraille ne fait que des Pivots et n’effectue aucun déplacement supplémentaire durant sa Phase de mouvement, il ne souffre pas de la pénalité pour « Bouger et tirer » au cours de la Phase de tir suivante.
Scratapult
Catapult (5x5) Artillery Weapon. Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Scratapult
Catapult (5x5) Artillery Weapon. Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Scratapult
Catapult (5x5) Artillery Weapon. Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
Scrofopulta
Catapult (5x5) Artillery Weapon. Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike. A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.
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.
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.
Loner
Universal Rule. If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
Solitaire
Règle universelle. Un Chasseur de mammouths à pied ne peut rejoindre que des unités de Yétis ou de Tigres à dents de sabre (il peut les rejoindre malgré la règle Insignifiant). S’il est monté, il ne peut rejoindre aucune unité. Et enfin, il ne peut rejoindre aucune unité contenant un autre Personnage, et vice-versa.
Loner
Universal Rule. If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
Loner
Universal Rule. If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
Loner
Universal Rule. If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
Solitario
Universal Rule. If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.
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.
Touch of Frost
Universal Rule. Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.
Toucher de givre
Règle universelle. Les unités ennemies subissent un malus de –1 en Agilité pour chaque unité de Yétis en contact avec elles.
Touch of Frost
Universal Rule. Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.
Touch of Frost
Universal Rule. Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.
Touch of Frost
Universal Rule. Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.
Tocco gelido
Universal Rule. Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.

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.
Heart-Ripper
Attacks made with this weapon gain [b]Lethal Strike[/b],+1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
Arrache-cœur
Les attaques portées avec cette arme gagnent [b]Attaquemagique[/b], [b]Coup fatal[/b], +1 en Pénétration d’armure et ne peuvent [b]jamais[/b] toucher sur moins bien que3+.
Heart-Ripper
Attacks made with this weapon gain [b]Lethal Strike[/b],+1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
Heart-Ripper
Attacks made with this weapon gain [b]Lethal Strike[/b],+1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
Heart-Ripper
Attacks made with this weapon gain [b]Lethal Strike[/b],+1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
Cavacuori
Attacks made with this weapon gain [b]Lethal Strike[/b],+1 Armour Penetration, become [b]Magical Attacks[/b], and can [b]never[/b] hit on worse than 3+.
Aurochs Charm
The bearer gains [b]Mountain Hide[/b].
Fétiche d’aurochs
Le porteur gagne [b]Cuir de granite[/b].
Aurochs Charm
The bearer gains [b]Mountain Hide[/b].
Aurochs Charm
The bearer gains [b]Mountain Hide[/b].
Aurochs Charm
The bearer gains [b]Mountain Hide[/b].
Ciondolo degli uri
The bearer gains [b]Mountain Hide[/b].
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.
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.
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+.
Mammoth-Hide Cloak
The wearer gains +1 Armour. Attacks against thewearer can [b]never[/b] have a Strength above 5.
Cape en cuir de mammouth
Le porteur gagne +1 en Armure. Lesattaques contre le porteur ne peuvent [b]jamais[/b] avoir une Force supérieure à 5.
Mammoth-Hide Cloak
The wearer gains +1 Armour. Attacks against thewearer can [b]never[/b] have a Strength above 5.
Mammoth-Hide Cloak
The wearer gains +1 Armour. Attacks against thewearer can [b]never[/b] have a Strength above 5.
Mammoth-Hide Cloak
The wearer gains +1 Armour. Attacks against thewearer can [b]never[/b] have a Strength above 5.
Manto di pelle di mammut
The wearer gains +1 Armour. Attacks against thewearer can [b]never[/b] have a Strength above 5.
Rampager’s Chain
The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer’sunit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
Chaîne du ravageur
Le porteur gagne [b]Attaque de piétinement (1D3+1)[/b] et toutes lesfigurines dans l’unité du porteur doivent relancer les jets pour blesser ratés de leurs [b]Attaques de piétinement[/b].
Rampager’s Chain
The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer’sunit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
Rampager’s Chain
The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer’sunit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
Rampager’s Chain
The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer’sunit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
Catena dell'impetuoso
The bearer gains [b]Stomp Attacks (D3+1)[/b], and all models in the bearer’sunit [b]must[/b] reroll failed to-wound rolls with Stomp Attacks.
Wrestler’s Belt
The wearer gains +2 Armour and +1 Strength.
Ceinturon du lutteur
Le porteur gagne +2 en Armure et +1 en Force.
Wrestler’s Belt
The wearer gains +2 Armour and +1 Strength.
Wrestler’s Belt
The wearer gains +2 Armour and +1 Strength.
Wrestler’s Belt
The wearer gains +2 Armour and +1 Strength.
Cinturone del lottatore
The wearer gains +2 Armour and +1 Strength.
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.
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.
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.
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.
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.
Ritual Bloodletter
The wielder gains+1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b].For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Exsanguinateur rituel
Le porteur gagne+1 en Capacité offensive et +1 en valeur d’Attaque lorsqu’il utilise cette arme. Les attaques portées avec cette armegagnent [b]Attaque magique[/b]. Pour toute blessure non sauvegardée infligée par cette arme, le propriétaire gagneun marqueur « Voile ».
Ritual Bloodletter
The wielder gains+1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b].For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Ritual Bloodletter
The wielder gains+1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b].For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Ritual Bloodletter
The wielder gains+1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b].For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
Rituale sanguinario
The wielder gains+1 Offensive Skill and +1 Attack Value while using this weapon. Attacks made with it become [b]Magical Attacks[/b].For each unsaved wound inflicted with this weapon, the owner gains one Veil Token.
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.
Yeti Furs
The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
Fourrure de yéti
Le porteur gagne +1 en Armure. Les unités ennemies en contact avecle porteur subissent un malus de −1 en Agilité.
Yeti Furs
The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
Yeti Furs
The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
Yeti Furs
The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
Pelliccia di Yeti
The wearer gains +1 Armour. Enemy units in base contact with the wearersuffer −1 Agility.
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.
Khagadai’s Legacy
Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b]and become [b]Magical Attacks[/b].
Héritage de Khagadaï
Les attaques portées avec cette arme gagnent [b]Attaquemagique[/b] et [b]Blessures multiples (1D3)[/b].
Khagadai’s Legacy
Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b]and become [b]Magical Attacks[/b].
Khagadai’s Legacy
Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b]and become [b]Magical Attacks[/b].
Khagadai’s Legacy
Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b]and become [b]Magical Attacks[/b].
Retaggio di Khagadai
Attacks made with this weapon gain [b]Multiple Wounds (D3)[/b]and become [b]Magical Attacks[/b].
Karkadan’s Resilience
The wearer gains +1 Resilience but automatically failsall Special Saves.
Robustesse de karkadan
Le porteur gagne +1 en Résistance mais rateautomatiquement tous ses jets de sauvegarde spéciale.
Karkadan’s Resilience
The wearer gains +1 Resilience but automatically failsall Special Saves.
Karkadan’s Resilience
The wearer gains +1 Resilience but automatically failsall Special Saves.
Karkadan’s Resilience
The wearer gains +1 Resilience but automatically failsall Special Saves.
Resilienza del karkadan
The wearer gains +1 Resilience but automatically failsall Special Saves.
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.
Lygur’s Tongue
Enemy units in base contact with the bearer suffer −1 Attack Value.
Langue de Lygur
Les unités ennemies en contact avec le porteur subissent un malus de −1 envaleur d’Attaque.
Lygur’s Tongue
Enemy units in base contact with the bearer suffer −1 Attack Value.
Lygur’s Tongue
Enemy units in base contact with the bearer suffer −1 Attack Value.
Lygur’s Tongue
Enemy units in base contact with the bearer suffer −1 Attack Value.
Lingua di Lygur
Enemy units in base contact with the bearer suffer −1 Attack Value.
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).
Viper’s Curse
Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
Malédiction de la vipère
Cette arme a Tirs 4, Fo 4 et PA 2(elle conserve sa Portée initiale); elle bénéficie également des règles [b]Attaque empoisonnée[/b] et [b]Attaquemagique[/b] (dans le cas d’une Paire de pistolets ogres, ces deux Attributs d’attaque s’appliquent également auxAttaques de corps à corps portées avec elle). Une Arbalète ogre perd la règle [b]Attaque de zone (1×5)[/b]. LesAttaques de tir réalisées avec cette arme touchent [b]toujours[/b] sur 4+.
Viper’s Curse
Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
Viper’s Curse
Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
Viper’s Curse
Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
Maledizione della vipera
Shots 4, Str 4, AP 2 (Range is dependent on whichweapon is enchanted). This weapon also gains [b]Magical Attacks[/b] and [b]Poison Attacks[/b] (in case of Brace ofOgre Pistols, both Attack Attributes also apply to Close Combat Attacks made with it). An enchanted Ogre Crossbowloses Area Attack (1×5). Shooting Attacks made with this weapon [b]always[/b] hit on 4+.
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.
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 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 Gyengget
In the First Roundof Combat, natural to-hit, to-wound, and Armour Save rolls of ‘1’ from the bearer’s unit [b]must[/b] be rerolled,including Special Attacks.
Bannière des Gyengghets
Au cours de la première Manche de combat, tous les éléments de figurine de l’unité du porteur doiventrelancer tous leurs jets naturels pour toucher, pour blesser et de sauvegarde d’armure ayant donné un résultat de ‘1’(cela inclut les Attaques spéciales).
Banner of the Gyengget
In the First Roundof Combat, natural to-hit, to-wound, and Armour Save rolls of ‘1’ from the bearer’s unit [b]must[/b] be rerolled,including Special Attacks.
Banner of the Gyengget
In the First Roundof Combat, natural to-hit, to-wound, and Armour Save rolls of ‘1’ from the bearer’s unit [b]must[/b] be rerolled,including Special Attacks.
Banner of the Gyengget
In the First Roundof Combat, natural to-hit, to-wound, and Armour Save rolls of ‘1’ from the bearer’s unit [b]must[/b] be rerolled,including Special Attacks.
Banner of the Gyengget
In the First Roundof Combat, natural to-hit, to-wound, and Armour Save rolls of ‘1’ from the bearer’s unit [b]must[/b] be rerolled,including Special Attacks.
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.
Skull of Qenghet
The bearer’s unit gains [b]Fear[/b] and automatically passes Panic Tests causedby Terror.
Crâne de Tchenghet
L’unité du porteur gagnent [b]Peur[/b] et réussissent automatiquement lesTests de panique provoqués par la [b]Terreur[/b].
Skull of Qenghet
The bearer’s unit gains [b]Fear[/b] and automatically passes Panic Tests causedby Terror.
Skull of Qenghet
The bearer’s unit gains [b]Fear[/b] and automatically passes Panic Tests causedby Terror.
Skull of Qenghet
The bearer’s unit gains [b]Fear[/b] and automatically passes Panic Tests causedby Terror.
Cranio di Qenghet
The bearer’s unit gains [b]Fear[/b] and automatically passes Panic Tests causedby Terror.
Pennant of the Great Grass Sky
The bearer’s unit gains [b]Swiftstride[/b].
Oriflamme de la Grande Prairie Céleste
L’unité du porteur gagne[b]Course rapide[/b].
Pennant of the Great Grass Sky
The bearer’s unit gains [b]Swiftstride[/b].
Pennant of the Great Grass Sky
The bearer’s unit gains [b]Swiftstride[/b].
Pennant of the Great Grass Sky
The bearer’s unit gains [b]Swiftstride[/b].
Vessilo del grande mare d'erba
The bearer’s unit gains [b]Swiftstride[/b].

Units od the army

EN FR DE PL ES IT
Great Khan
Grand Khan
Great Khan
Great Khan
Great Khan
Gran khan
Khan
Khan
Khan
Khan
Khan
Khan
Shaman
Chamane
Shaman
Shaman
Shaman
Sciamano
Mammoth Hunter
Chasseur de mammouths
Mammoth Hunter
Mammoth Hunter
Mammoth Hunter
Cacciatore di Mammut
Rock Aurochs
Aurochs de pierre
Rock Aurochs
Rock Aurochs
Rock Aurochs
Uro roccioso
Tusker
Lonchodonte
Tusker
Tusker
Tusker
Zannuto
Tribesmen
Guerriers tribaux
Tribesmen
Tribesmen
Tribesmen
Ogri della trib
Bruisers
Fracasseurs
Bruisers
Bruisers
Bruisers
Colossi
Scrapling Foreman
Contremaître ferrailleur
Scrapling Foreman
Scrapling Foreman
Scrapling Foreman
Scrofolo caposquadra
Scraplings
Ferrailleurs
Scraplings
Scraplings
Scraplings
Scrofoli
Mercenary Veterans
Mercenaires vétérans
Mercenary Veterans
Mercenary Veterans
Mercenary Veterans
Veterani mercenari
Tusker Cavalry
Lonchodontes montés
Tusker Cavalry
Tusker Cavalry
Tusker Cavalry
Zannuti cavalcati
Yetis
Yétis
Yetis
Yetis
Yetis
Yeti
Scrapling Trappers
Braconniers ferrailleurs
Scrapling Trappers
Scrapling Trappers
Scrapling Trappers
Scrofoli bracconieri
Thunder Cannon
Crache-tonnerre
Thunder Cannon
Thunder Cannon
Thunder Cannon
Cannone del tuono
Sabretooth Tigers
Tigre à dents de sabre
Sabretooth Tigers
Sabretooth Tigers
Sabretooth Tigers
Denti a sciabola
Kin-Eater
Mange-frères
Kin-Eater
Kin-Eater
Kin-Eater
Insaziabile
Scratapult
Jette-ferraille
Scratapult
Scratapult
Scratapult
Scrofopulta
Rock Aurochs
Aurochs de pierre
Rock Aurochs
Rock Aurochs
Rock Aurochs
Uro roccioso
Bombardiers
Canonniers
Bombardiers
Bombardiers
Bombardiers
Bombardieri
Frost Mammoth
Mammouth de givre
Frost Mammoth
Frost Mammoth
Frost Mammoth
Mammut glaciale
Slave Giant
Géant asservi
Slave Giant
Slave Giant
Slave Giant
Gigante schiavo