Orcs and Goblins

Orcs and Goblins

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Perturbant
Les Attaques de corps à corps allouées à la figurine avec cette règle subissent une pénalité de -1 pour toucher. Cette pénalité ne peut pas être combinée avec un autre modificateur négatif sur le jet pour toucher.
Ablenkend
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracción
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Additional learned spell
Sort appris additionnel
Additional learned spell
Additional learned spell
Additional learned spell
Additional learned spell
Aegis
Ægide
Ægide est une Sauvegarde spéciale, utilisée après une Sauvegarde d'armure échouée. Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaques divines doivent être relancés. Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la sauvegarde d’armure. – Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour annuler la blessure. – Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max 4+) gagnera une Ægide (5+)). Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
Rettungswurf
Aegis
Égida
Egida
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnaché
Mélée : Les éléments de figurine avec Harnaché ne peuvent pas effectuer d'attaques de soutien et ne peuvent pas utiliser d'armes. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d'autres éléments de la même figurine (tant qu'ils n'ont pas Harnaché ou Inanimé). Une figurine avec au moins un élément avec Harnaché est considérée comme montée.
Angeschirrt
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Contenidos
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Imbrigliato
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Peur
Toute unité en contact socle à socle avec au moins une figurine ennemie disposant de cette règle subit un malus de -1 en Discipline. Au début de chaque Manche de combat, toute unité en contact socle à socle avec au moins une figurine ennemie disposant de la règle Peur doit passer un Test de discipline, appelé Test de peur. Si ce test est raté, les figurines de l'unité sont Ébranlées jusqu'à la fin de la Manche de combat. Les figurines provoquant la Peur sont immunisées aux effets de la Peur.
Angst
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Miedo
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Paura
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Apprenti magicien
- Connaît 1 sort. - Peut choisir entre le Sort appris n°1 de la Voie choisie et le Sort héréditaire de son armée. Le magicien sélectionne ses sorts comme décrit dans la partie Séléction des sorts .
Zau- bernovize
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Wizard Apprentice
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Aprendiz Hechicero
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Mago Apprendista
- Knows 1 spell. - Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army. The Wizard selects its spells as described in Spell Selection .
Pursuit Mode
Universal Rule. The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Appuie sur le champignon
Règle universelle. Le jet de dé déterminant la distance du Mouvement aléatoire durant la Phase de mouvement est soumis à la règle Jet maximisé (prenez en compte uniquement les 3 dés conservés pour la règle Déchaîné).
Pursuit Mode
Universal Rule. The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Pursuit Mode
Universal Rule. The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Pursuit Mode
Universal Rule. The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Modalit inseguimento
Universal Rule. The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Arbalète
Portée 30", Tir 1, Fo 4, PA 1, Encombrant.
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Balestra
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
Bow
Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
Bow
Bow
Arco
Bow
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.
Plate Armour
+3 Armor
Armure de plates
+3 Armure
Plate Armour
+3 Armor
Plate Armour
+3 Armor
Plate Armour
+3 Armor
Armatura a piastre
armatura +3
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
Crush Attack
Attaque écrasante
Attaques & Armes, Mêlée L'élément de figurine avec cette règle, ou qui utilise une Arme avec cette règle, peut échanger toutes ses Attaques de corps à corps contre une unique Attaque de corps à corps. Elle ne peut pas être portée comme Attaque de soutien. Elle est résolue au Palier d'initiative 0 avec une Force de 10, Pénétration d'armure 10 (quelles que soient l'Agilité, la Force et la Pénétration d'armure de la figurine) et la règle Blessures multiples (1D3+1). Une Attaque écrasante ne bénéficie jamais des Armes et Attributs d'attaque de l'élément de figurine. La figurine peut utiliser ses Attaques spéciales comme le Piétinement ou les Touches d'impact.
Zerschmet- tern
Crush Attack
Ataque Aplastador
Attacco Distruttivo
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attaque empoisonnée
Attaques & Armes, Mêlée, Tir : Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de '6'. Une Attaque de tir suivant la règle Tir désespéré blesse automatiquement si le premier jet pour toucher a donné un résultat naturel de '6'. Notez que le second jet pour toucher doit toujours réussir pour toucher la cible. Si une attaque peut occasionner plusieurs touches (avec la règle Attaque de zone, Attaque pénétrante ou Ardeur guerrière par exemple), seule une touche au choix de l'attaquant blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
Giftattacken
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Poison Attacks
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Ataques Envenenados
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Attacchi Venefici
If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
Oi it bites!
Units with model with Oi it bites! cannot be joined by Characters.
Attention, gniark méchant
Aucun Personnage ne peut rejoindre une unité avec des figurines ayant Attention, gniark méchant.
Oi it bites!
Units with model with Oi it bites! cannot be joined by Characters.
Oi it bites!
Units with model with Oi it bites! cannot be joined by Characters.
Oi it bites!
Units with model with Oi it bites! cannot be joined by Characters.
Occhio, morde!
Units with model with Oi it bites! cannot be joined by Characters.
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.
Spider-Mother Shrine
Universal Rule. All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).
Autel de la Mère-Araignée
Règle universelle. La figurine gagne Ægide (5+, contre les Attaques à distance) et connaît un Sort appris supplémentaire.
Spider-Mother Shrine
Universal Rule. All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).
Spider-Mother Shrine
Universal Rule. All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).
Spider-Mother Shrine
Universal Rule. All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).
Tabernacolo di madre ragno
Universal Rule. All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).
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.
Ballista
Artillery Weapon. Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Embrocheur
Arme d’artillerie. Portée 48″, Tir 1, Fo 3[6], PA 10, Attaque de zone (1x5), [Blessures multiples (1D3)],
Ballista
Artillery Weapon. Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Ballista
Artillery Weapon. Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Ballista
Artillery Weapon. Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Ballista
Artillery Weapon. Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).
Insignificant
Insignifiant
Les unités composées entièrement de figurines avec cette règle ne provoquent pas de tests de Panique chez les unités alliées sans cette règle. Seuls les Personnages avec la règle Insignifiant peuvent rejoindre des unités avec cette règle.
Bedeutungslos
Insignificant
Insignificante
Insignificante
Hard Target
Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines disposent de cette règle subissent une pénalité de -1 sur leurs jets pour toucher. Cette règle est cumulative, ajoutant un malus additionnel de -1 pour toucher pour chaque instance de la règle Cible difficile.
Schwieriges Ziel
Hard Target
Objetivo Difícil
Bersaglio Difficile
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mouvement ou tir
Attaques & Armes, Tir Une attaque avec cette règle ne peut pas être utilisée si la figurine attaquante a effectué un Mouvement simple, une Marche forcée, une Reformation ou un Pivot pendant le Tour de joueur actuel.
Bewegen oder Schießen
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Mover o Disparar
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Muovere o Tirare
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during the current Player Turn.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Garde du corps
Un Personnage qui rejoint une unité qui contient au moins une figurine avec cette règle gagne la règle Tenace. Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
Leibwache
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardaespaldas
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Guardia del Corpo
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bouncers
Universal Rule. May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).
Bondisseur
Règle universelle. Ne peut rejoindre que des unités de Personnages sur Gniark des cavernes et de Bondisseurs gniarks. Ignorez pour cela les restrictions de la règle Attention, gniark méchant.
Bouncers
Universal Rule. May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).
Bouncers
Universal Rule. May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).
Bouncers
Universal Rule. May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).
Rimbalzanti
Universal Rule. May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).
Born to Fight
Close Combat. The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat ● If it is the First Round of Combat. ● Or if the model part’s unit is Steadfast at the start of the Round of Combat.
Né pour la baston
Corps à corps. Les Attaques de corps à corps de l’élément de figurine avec Né pour la baston gagnent +1 en Force et +1 en Pénétration d'armure durant une Manche de combat, - si c’est la première Manche d’un combat ; ou - si l’unité de la figurine est Indomptable au début de la Manche de combat.
Born to Fight
Close Combat. The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat ● If it is the First Round of Combat. ● Or if the model part’s unit is Steadfast at the start of the Round of Combat.
Born to Fight
Close Combat. The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat ● If it is the First Round of Combat. ● Or if the model part’s unit is Steadfast at the start of the Round of Combat.
Born to Fight
Close Combat. The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat ● If it is the First Round of Combat. ● Or if the model part’s unit is Steadfast at the start of the Round of Combat.
Nato per combattere
Close Combat. The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat ● If it is the First Round of Combat. ● Or if the model part’s unit is Steadfast at the start of the Round of Combat.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Bouclier
+1 Armure
Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
Shambolic
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Déchaîné
Aucun Personnage ne peut rejoindre une unité avec des figurines ayant cette règle. Si l’unité obtient le même résultat sur tous les dés de son jet de Mouvement aléatoire, elle perd 1D3 Points de vie (sans sauvegarde d’aucune sorte), puis se déplace de la distance obtenue dans une direction aléatoire à la place de la direction choisie. Si une unité avec Déchaîné arrive au contact d’un Décor autre qu’un Terrain découvert ou une Colline, si elle arrive au contact d’un bord de table ou si elle s’arrête à 1″ d’un Terrain infranchissable, toutes les figurines de l’unité doivent faire un Test de terrain dangereux (2).
Shambolic
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Shambolic
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Shambolic
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
Caotico
Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.
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.
Git Launcher
Catapult Artillery Weapon. Range 12-60", Shots 1, Str 5, AP 4. This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Lance-kamikaze
0-2 choix par armée Arme d’artillerie de type Catapulte. Portée 12-60″ Tir 1, Fo 5, PA 4. Cette arme suit les règles des Armes d’artillerie de type Catapulte avec les exceptions suivantes : si elle touche (y compris avec des touches partielles), au lieu d’effectuer une Attaque de zone, l’unité subit 1D3+1 touches de Force 5 avec Pénétration d’armure 4 (qui ne sont pas réduites en cas de touches partielles).
Git Launcher
Catapult Artillery Weapon. Range 12-60", Shots 1, Str 5, AP 4. This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Git Launcher
Catapult Artillery Weapon. Range 12-60", Shots 1, Str 5, AP 4. This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Git Launcher
Catapult Artillery Weapon. Range 12-60", Shots 1, Str 5, AP 4. This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Catapulta Arma d'artiglieria
Catapult Artillery Weapon. Range 12-60", Shots 1, Str 5, AP 4. This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.
Cave Goblin
The model gains Insignificant.
Gobelin des cavernes
La figurine gagne Insignifiant.
Cave Goblin
The model gains Insignificant.
Cave Goblin
The model gains Insignificant.
Cave Goblin
The model gains Insignificant.
Pelleverde goblin delle caverne
Il modello ottiene Insignificante
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Coup fatal
Attaques & Armes, Mélée : Si une attaque avec cette règle blesse avec un jet pour blesser naturel à 6+, alors sa Pénétration d'armure est fixée à 10 et ignore les Sauvegardes de régénération.
Todesstoß
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Lethal Strike
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Golpe Letal
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Colpo Letale
If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the attack cannot take a Regeneration save against it.
Common Goblin
The model gains Insignificant.
Gobelin commun
La figurine gagne Insignifiant.
Common Goblin
The model gains Insignificant.
Common Goblin
The model gains Insignificant.
Common Goblin
The model gains Insignificant.
Pelleverde Goblin comune
Il modello ottiene Insignificante
Common Orc
The model part gains Born to Fight.
Orque commun
L'élément de figurine gagne Né pour la baston.
Common Orc
The model part gains Born to Fight.
Common Orc
The model part gains Born to Fight.
Common Orc
The model part gains Born to Fight.
Pelleverde orco comune
The model part gains Born to Fight.
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.
Venomous Fangs
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Crochets venimeux
Corps à corps. Désignez une des Attaques de corps à corps de l’élément de figurine avec Crochets venimeux avant de lancer les dés pour toucher. Cette attaque gagne Blessures multiples (1D3+1). Si cette attaque permet d'obtenir plus d'une touche (avec Ardeur guerrière par exemple), seule une touche gagne cet effet, au choix du joueur contrôlant la figurine.
Venomous Fangs
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Venomous Fangs
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Venomous Fangs
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Zanne velenose
Melee. Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Guide
La figurine réussit automatiquement tout Test de terrain dangereux provoqué par les Décors. Une unité dont plus de la moitié des figurines dispose de cette règle ne peut pas perdre son Bonus de rangs ou la règle Indomptable à cause des Décors. Parfois, cette règle ne fonctionne que pour certains types de Décors, qui sont alors précisés entre parenthèses. Dans ce cas, la figurine n'est considérée comme possédant cette règle que lorsqu'elle interagit avec ce ou ces types de Décors.
Geländeerfahren
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Cruzar
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Viaggiatore
The model automatically passes Dangerous Terrain Tests taken due to Terrain. If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tenace
Une unité dont au moins une figurine dispose de cette règle ignore toute pénalité à sa Discipline liée au Résultat de combat quand elle passe un Test de moral ou un Test de discipline pour faire une Reformation de combat.
Unnachgiebig
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Tozudo
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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.
Splatterer
Catapult (4x4) Artillery Weapon. Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Écrabouilleur
Arme d’artillerie de type Catapulte (4x4). Portée 12-60″, Tir 1, Fo 3[7], PA 0[4], [Blessures multiples (1D3, Ailes mutilées)].
Splatterer
Catapult (4x4) Artillery Weapon. Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Splatterer
Catapult (4x4) Artillery Weapon. Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Splatterer
Catapult (4x4) Artillery Weapon. Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Splatterer
Catapult (4x4) Artillery Weapon. Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Repli tactique
Une unité composée uniquement de figurines avec Repli tactique qui choisit volontairement de Fuir comme Réaction de charge, et qui passe ensuite un Test de ralliement lors de son prochain Tour de joueur, ne devient pas Ébranlée. De plus, la Reformation qui est faite après ce Ralliement n'empêche pas l'unité de bouger ni de tirer (mais elle compte quand même comme ayant bougé pour en ce qui concerne ses tirs). Cette règle ne peut pas être appliquée si une unité ne parvient pas à se rallier au prochain Tour de joueur allié ou fuit involontairement, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu'elle était chargée.
Vorgetäuschte Flucht
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Huida Simulada
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Fuga Simulata
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
Feral Orc
The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).
Orque sauvage
L'élément de figurine gagne Ardeur guerrière et Né pour la baston. La figurine gagne Ægide (6+), Frénésie et Sans peur.
Feral Orc
The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).
Feral Orc
The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).
Feral Orc
The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).
Pelleverde orco ferale
The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).
Rows of Teeth
Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
Rangées de dents
Attaque spéciale. Les Gniarks peuvent faire des Attaques de soutien même s’ils ont la règle Harnaché. Les Cavaliers gobelins ne peuvent pas faire d'Attaque de soutien. Les Bondisseurs gniarks infligent des Touches d’impact lorsqu’ils chargent. Au lieu d’infliger une touche par Bondisseur gniark en charge au contact d’un ennemi, le nombre de Touches d’impact dépend du nombre de figurines dans l’unité. Une unité de 1 à 5 Bondisseurs gniarks infligera 1D3 Touches d’impact, tandis qu’une unité de 6 à 10 Bondisseurs gniarks infligera 2D3 Touches d’impact.
Rows of Teeth
Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
Rows of Teeth
Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
Rows of Teeth
Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
File di denti
Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Vol
La figurine gagne les règles Course rapide et Troupes légères. Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge ou un mouvement. Quand elle fait un Mouvement de vol, remplacez la valeur de la Caractéristique de Pas ordinaire de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de la Caractéristique de Pas cadencé par la seconde valeur (Y). Tous les modificateurs de mouvement habituels s'appliquent aussi à ces valeurs. Une unité qui effectue un Mouvement de vol ignore les Décors et les unités pendant son déplacement, de sa position initiale à sa position finale, mais doit respecter la Règle du pouce d'écart à la fin du mouvement (à moins qu'elle ne charge, car dans ce cas, les exceptions habituelles à cette règle s'appliquent toujours). Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
Fliegen
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volar
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Volo
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
Forest Goblin
The model gains Insignificant and Strider (Forest).
Gobelin des forêts
La figurine gagne Guide (Forêt) et Insignifiant.
Forest Goblin
The model gains Insignificant and Strider (Forest).
Forest Goblin
The model gains Insignificant and Strider (Forest).
Forest Goblin
The model gains Insignificant and Strider (Forest).
Pelleverde Goblin delle foreste
The model gains Insignificant and Strider (Forest).
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.
Running Amok!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
Nawak !
Une unité avec la règle Nawak ! ne peut pas choisir sa direction lorsqu'elle se déplace en utilisant Mouvement aléatoire, mais doit se déplacer dans une direction aléatoire.
Running Amok!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
Running Amok!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
Running Amok!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
Fuori controllo!!
When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.
Sneaky!
Universal Rule. The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.
Sournois
Règle universelle. La figurine gagne +3 en Agilité et Réflexes foudroyants durant la première Manche de combat. Les Vengeurs masqués sont considérés comme des Champions et sont obligatoirement déployés dans leur unité. Les Vengeurs masqués ne bénéficient pas des règles habituelles des Champions : Premier entre ses pairs et Meneur de charge.
Sneaky!
Universal Rule. The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.
Sneaky!
Universal Rule. The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.
Sneaky!
Universal Rule. The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.
Furtivo!
Universal Rule. The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.
Giant See, Giant Do
Universal Rule. The model gains Born to Fight.
Géant voit, géant fait
Règle universelle. La figurine gagne la règle Né pour la baston.
Giant See, Giant Do
Universal Rule. The model gains Born to Fight.
Giant See, Giant Do
Universal Rule. The model gains Born to Fight.
Giant See, Giant Do
Universal Rule. The model gains Born to Fight.
Gigante vede, gigante fa
Universal Rule. The model gains Born to Fight.
Look At 'Em Go!
Universal Rule. After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Libéré ! Délivré !
Règle universelle. L’Équipe de démolition gniark gagne la règle Nawak ! jusqu’à la fin de la partie quand elle touche une unité pour la première fois de la partie.
Look At 'Em Go!
Universal Rule. After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Look At 'Em Go!
Universal Rule. After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Look At 'Em Go!
Universal Rule. After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Guarda come ci danno dentro!
Universal Rule. After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Orc Overseer
Universal Rule. The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.
Hortatorque
Règle universelle. La Catapulte des peaux-vertes gagne +1 Point de vie, sa Discipline passe à 7, elle perd Insignifiant et sa taille devient Grande. Elle peut choisir de perdre 1 Point de vie pour relancer un jet sur la Table des incidents de tir.
Orc Overseer
Universal Rule. The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.
Orc Overseer
Universal Rule. The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.
Orc Overseer
Universal Rule. The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.
Orco sorvegliante
Universal Rule. The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.
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).
Unstable
Instable
La figurine gagne la règle Sans peur. Les unités avec au moins une figurine avec cette règle réussit automatiquement ses tests de Moral. Si une unité constituée uniquement de figurines avec la règle Instable perd un combat, elle perd un Point de vie (sans sauvegarde d'aucune sorte possible) pour chaque point de différence entre les Résultats de combat. Les Points de vie perdus sont répartis dans cet ordre : 1. Figurines ordinaires à l'exception des Champions. 2. Champion. 3. Personnages (distribuées par le propriétaire et aussi équitablement que possible). Sommaire 83 Règles spéciales Seul un Personnage avec la règle Instable peut rejoindre une unité ayant au moins une figurine avec cette règle, et un Personnage avec la règle Instable ne peut rejoindre une unité dont les figurines ne disposent pas de cette règle.
Instabil
Unstable
Inestable
Instabile
Iron Orc
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
Orque en fer
L'élément de figurine gagne Maître d’armes et Né pour la baston. La figurine gagne Sans peur.
Iron Orc
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
Iron Orc
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
Iron Orc
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
Pelleverde Orco di ferro
The model part gains Born to Fight and Weapon Master. The model gains Fearless.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Machine de guerre
Les Machines de guerre ne peuvent pas effectuer de Marche Forcée, déclarer des charges, poursuivre ou choisir de fuir en réaction à une charge. Les Personnages ne peuvent jamais rejoindre une unité avec la règle Machine de guerre. Un Personnage avec la règle Machine de guerre ne peut rejoindre aucune unité. Si une Machine de guerre rate un test de Panique, elle ne fuit pas, mais est Ébranlée jusqu'à la fin du prochain Tour de joueur. Une Machine de Guerre qui rate un test de Moral est détruite automatiquement. Les Machines de guerre et les unités Engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat. Quand une unité charge une Machine de guerre, son front peut être amené au contact de n'importe quel point du socle de la Machine (elle doit maximiser le nombre de figurines au contact socle à socle). Aucun mouvement d'alignement n'est autorisé. Ignorez l'orientation de la Machine de Guerre (elle n'en a pas puisqu'elle a un socle rond).
Kriegsmaschine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Máquina de Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Macchina da Guerra
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all. When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms. When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance de cavalerie
Les attaques portées par une Lance de cavalerie et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+2 Force, +2 Pénétration d'armure). L'Infanterie ne peut pas utiliser de Lance de cavalerie.
Lanze
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lanza de Caballería
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Lancia Pesante
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
Light Lance
Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le Front de l'unité du porteur gagnent Charge dévastatrice (+1 Force, +1 Pénétration d'armure). L'Infanterie ne peut pas utiliser de Lance légère.
Light Lance
Light Lance
Light Lance
Lancia leggera
Web Launcher
Catapult (4) Artillery Weapon Range 6-36", Shots 1, Str 3, AP 0. All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3* Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1). *Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Lance-toile
Arme d’artillerie de type Catapulte (4x4). Portée 6-36″, Tir 1, Fo 3, PA 0. Toutes les figurines d’une unité touchée par un ou plusieurs Lance-toiles sont considérées comme étant Engluées. Une figurine Engluée souffre d’un malus de –1D3 en Agilité*. Les Terrains dangereux (1) comptent pour elle comme des Terrains dangereux (2), et tous les autres Décors, Terrain découvert compris, comptent pour elle comme des Terrains dangereux (1). Ces effets durent jusqu’à la fin du prochain Tour de joueur. *Lancez 1D3 au moment où vous touchez avec le Lance-toile et appliquez le résultat à toutes les figurines de l’unité.
Web Launcher
Catapult (4) Artillery Weapon Range 6-36", Shots 1, Str 3, AP 0. All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3* Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1). *Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Web Launcher
Catapult (4) Artillery Weapon Range 6-36", Shots 1, Str 3, AP 0. All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3* Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1). *Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Web Launcher
Catapult (4) Artillery Weapon Range 6-36", Shots 1, Str 3, AP 0. All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3* Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1). *Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.
Lanciaragnatele
Catapulta (4) Arma d'artiglieria
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.
Weapon Master
Maître d'armes
Mêlée Au début de chaque Manche de combat, l'élément de figurine peut choisir avec quelle arme il va combattre. Cela lui permet notamment de choisir son Arme de Base même s'il dispose d'autres armes standards. S'il possède une Arme avec un Enchantement d'arme, il doit par contre l'utiliser.
Waffenmeister
Weapon Master
Maestro de Armas
Maestro d'Armi
Magic Resistance
Résistance à la magie
Un sort qui cible une unité ennemie avec au moins une figurine possédant la règle Résistance à la magie subit un modificateur -X à son jet de lancement (où X est donné entre parenthèses). Ceci est une exception à la règle des Modificateurs magiques. S'il existe différentes valeurs X pouvant être utilisées, utilisez la valeur la plus élevée.
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Supernal
Surnaturel
Toutes les attaques effectuées par cette figurine sont des Attaques magiques, y compris ses Attaques spéciales et Attaques écrasantes. De plus, la figurine gagne Instable, avec l’exception suivante : quand une unité composée uniquement de figurines avec Surnaturel perd un combat, elle doit effectuer un Test de moral (les unités avec Tenace ou Indomptable ignorent les modificateurs de Discipline dus à la différence du Résultat de combat, comme d’habitude) : – Si ce Test de moral est réussi, ignorez tous les Points de vie qui auraient dû être perdus en raison de la règle Instable. – Si le Test de moral est raté, suivez les règles habituelles d’Instable.
Metaphysisch
Supernal
Superno
Sovrannaturale
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Mouvement aléatoire
Une unité avec Mouvement aléatoire ne peut pas déclarer de charge et ne peut pas se déplacer normalement durant la Phase de mouvement (Mouvement simple ou Marche forcée). Cela signifie qu'elle ne peut pas effectuer de Mouvement magique. Elle perd la règle Course rapide, si elle l'avait, et se déplace toujours de la distance indiquée entre parenthèses pour une Charge, une Charge irrésistible, une Fuite ou une Poursuite. À la fin de l'étape 2 de la Séquence de mouvement (directement après le Ralliement des troupes en fuite), chaque unité alliée non Engagée au combat possédant cette règle se déplace en suivant les règles de Poursuite, avec les exceptions suivantes. Elle peut choisir librement la direction vers laquelle se tourner avant de lancer les dés de la distance de Poursuite. Elle ne peut pas sortir du champ de bataille par un bord de table. Enfin, elle ne doit passer des tests de Terrain dangereux que si son mouvement lui fait charger une unité ennemie (ainsi que lors d'une fuite, de la poursuite d'un ennemi ou d'une Charge irrésistible). Chaque fois qu'une unité avec un Mouvement aléatoire a besoin d'une distance de Marche forcée (par exemple lors d'une Reformation post-combat), utilisez la valeur maximale potentielle de X comme distance de Marche forcée. Un Personnage avec la règle Mouvement aléatoire ne peut rejoindre que des unités ayant cette règle, en se déplaçant à leur contact pendant la Phase de mouvement ou en étant déployé avec. De même, une unité avec cette règle ne peut être rejointe que par des Personnages ayant cette règle. Si une unité dispose de plusieurs valeurs de Mouvement aléatoire, utilisez la valeur la plus basse (en cas d'égalité, vous pouvez choisir laquelle utiliser). Une figurine avec Mouvement aléatoire ne peut pas bouger pendant la Phase où elle arrive sur le Champ de Bataille en tant que Renfort (Attaque à l'aube) ou grâce à la règle Embuscade.
Zufällige Bewegung
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Random Movement
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
Movimento Casuale
The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets. In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning). Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate. Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.
They're Everywhere!
Special Attack. When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
Partent en sucette
Attaque spéciale. Quand une Meute de gniarks rate un Test de moral, elle est immédiatement retirée du champ de bataille comme perte à la fin de l’étape 7 de la Séquence d’une Manche de combat (après avoir passé ce Test de moral), et toutes les unités à 6″ ou moins subissent une touche, résolue avec une Force de 5 et Pénétration d’armure 2, par tranche de 5 Gniarks qui restaient dans la Meute de gniarks, en arrondissant à l’inférieur (ceci est une exception à la règle des arrondis).
They're Everywhere!
Special Attack. When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
They're Everywhere!
Special Attack. When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
They're Everywhere!
Special Attack. When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
Sono dappertutto!
Special Attack. When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Présence imposante
La figurine gagne la règle Une tête au dessus. Elle ne peut jamais être rejointe ou rejoindre une unité, à moins que ce soit une Plateforme de Guerre. La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
Riesige Statur
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presencia Imponente
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
Presenza Torreggiante
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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.
Ricochet
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet. a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move. b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.
Ricochet
Une figurine avec Ricochet ne peut pas charger d’unité ennemie. Elle peut se déplacer à travers des unités (alliées ou ennemies) comme si ces dernières étaient des Terrains découverts. Si son mouvement la fait terminer au contact d’une autre unité ou à moins d’1″ d’une unité qu’elle a traversée, sa distance de mouvement est prolongée : continuez de faire avancer la figurine dans la même direction (toujours en se déplaçant à travers toute unité sur sa trajectoire) jusqu’à ce qu’elle puisse être placée à 1″ de toute unité. Si, après ce mouvement prolongé, la figurine se trouve à 1″ ou moins d’un Terrain infranchissable ou en contact d’un bord de table, retirez-la immédiatement comme perte. Si, lors de son mouvement initial (en excluant la distance supplémentaire accordée pour obtenir une position légale), une figurine avec Ricochet touche le Rectangle limite d’une unité, cette unité subit X touches, X étant la valeur entre parenthèses. Les unités engagées dans un même combat ne comptent que comme une seule unité pour la détermination des touches. Le joueur possédant la figurine avec Ricochet répartit les touches infligées entre les unités en combat aussi équitablement que possible (au choix du joueur en cas de partage inéquitable), puis applique les règles normales de répartition des touches au sein de chaque unité. Il n’est pas possible de charger une figurine avec Ricochet, mais une unité (alliée ou ennemie) peut se déplacer à travers elle. Dès que cette unité arrive en contact avec la figurine (avant de terminer son mouvement), elle subit alors X+1D6 touches, puis la figurine avec Ricochet est retirée du champ de bataille en tant que perte. Cet effet n’est pas déclenché par des unités dont le mouvement leur permettrait de passer normalement à travers elle (Mouvement de vol, par exemple), sauf si l’unité termine son mouvement au contact de la figurine (notez qu’une unité peut arriver simultanément au contact de plusieurs figurines ayant Ricochet). Toutes les touches sont résolues avec la Force et la Pénétration d'armure de la figurine avec Ricochet.
Ricochet
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet. a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move. b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.
Ricochet
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet. a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move. b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.
Ricochet
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet. a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move. b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.
Rimbalzo
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet. a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move. b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.
Troll Belch
Special Attack. At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
Vomi de troll
Attaque spéciale. Cette Attaque spéciale est résolue au Palier d’initiative de la figurine. Choisissez une unité ennemie que la figurine serait capable de cibler avec des Attaques de corps à corps. Cette unité subit une touche, résolue à Force 5, Pénétration d’armure 10. Si cette Attaque spéciale est utilisée, la figurine ne peut pas effectuer d’Attaque de corps à corps.
Troll Belch
Special Attack. At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
Troll Belch
Special Attack. At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
Troll Belch
Special Attack. At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
Rutto di troll
Special Attack. At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.
Smash 'Em Flat
Universal Rule. Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Vert de rage
Règle universelle. Les unités alliées à 6″ ou moins d’une Idole des dieux verts alliée doivent relancer les jets naturels de '1' pour blesser de leurs Attaques de mêlée. Les Tests de moral des unités à 6″ ou moins d’une ou plusieurs Idoles des dieux verts alliées engagées au corps à corps suivent la règle Jet minimisé.
Smash 'Em Flat
Universal Rule. Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Smash 'Em Flat
Universal Rule. Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Smash 'Em Flat
Universal Rule. Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Spiaccicali
Universal Rule. Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.
Surprise!
Universal Rule. A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. Mad Gits can be released in two ways: - Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack. - At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.
Surprise !
Règle universelle. Les Boulets-fous ne sont pas déployés normalement mais sont considérés comme étant dans leur unité. Ce sont des options d’unité, ils n’apportent par conséquent aucun Point de victoire supplémentaire quand ils sont détruits, leur valeur étant déjà incluse dans le coût de l’unité de Gobelins qu’ils accompagnent. Il faut donc détruire cette dernière unité pour gagner leurs Points de victoire. Avant d’être lâchés hors de leur unité, les Boulets-fous ne peuvent pas être affectés par quoi que ce soit, ni avoir d’effet sur la partie. Les Boulets-fous détruits ne provoquent pas de Test de panique. Ils ne comptent pas dans le nombre de figurines de leur unité. Une fois relâchés, ils se déplacent, agissent et suivent leurs propres règles spéciales, comme toute autre unité. Ils peuvent être relâchés de deux façons : - Les Boulets-fous peuvent être relâchés quand leur unité déclare « Tenir la position et tirer » en Réaction à une charge. Si l’unité possède des Armes de tir, elle tire normalement en plus de relâcher les Boulets-fous. Sinon, elle déclare « Tenir la position et tirer » avec les Boulets-fous. Dans un cas comme dans l’autre, tous les Boulets-fous de l’unité doivent être relâchés. - Tous les Boulets-fous doivent être relâchés si l’unité qui les cache n’est ni en fuite ni engagée au combat au début de la Phase de tir de son propriétaire et si elle se trouve à 8″ ou moins d’une unité ennemie. Résolvez les actions des Boulets-fous l’un après l’autre. Placez le premier Boulet-fou en contact avec son unité (il ne lui inflige aucune touche pour ce contact), puis choisissez une direction (ignorez la règle Nawak !). Cette direction ne peut pas faire passer le Boulet-fou à travers l’unité dans laquelle il se trouvait. Déplacez le Boulet-fou dans cette direction en suivant les règles Mouvement aléatoire (2D6) et Déchaîné. Durant ce mouvement, en cas de double, il ne perd pas 1D3 Points de vie et ne se déplace pas dans une direction aléatoire. Lors des tours suivants, le Boulet-fou suit ses propres règles pour son déplacement.
Surprise!
Universal Rule. A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. Mad Gits can be released in two ways: - Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack. - At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.
Surprise!
Universal Rule. A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. Mad Gits can be released in two ways: - Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack. - At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.
Surprise!
Universal Rule. A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. Mad Gits can be released in two ways: - Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack. - At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.
Sorpresa!
Universal Rule. A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. Mad Gits can be released in two ways: - Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack. - At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.
Stupid
Universal Rule. At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
Stupide
Règle universelle. Au début de votre Tour de joueur, chacune de vos unités dont au moins une figurine possède Stupide doit passer un Test de discipline si elle n’est pas en fuite ou engagée au combat. Si le test est raté, toutes les figurines de l’unité suivent la règle Ébranlés jusqu’à la fin du Tour de joueur ; de plus lors de la Phase de mouvement suivante, juste après l’étape du Ralliement des unités en fuite, l’unité doit avancer de 1D6″ tout droit, en s’arrêtant à 1″ des Terrains infranchissables et des autres unités.
Stupid
Universal Rule. At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
Stupid
Universal Rule. At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
Stupid
Universal Rule. At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.
Stupido
Universal Rule. At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.

Magic Items usable by the army

EN FR DE PL ES IT
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alliage d'alchimiste
Le porteur gagne +1 en Armure et subit un malus de -2 en Capacité offensive.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Appel du destin
Le porteur de cette armure enchantée gagne Ægide (4+) ; son armure est fixée à 3 et ne peut être améliorée au-delà de cette valeur.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Baguette de bataille
Le porteur peut lancer un Sort lié de Niveau de puissance (4/8) : Type : Amélioration. Portée : 12″. Durée : Dure un tour. La cible gagne +1 pour toucher avec ses Attaques de corps à corps.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Rod of Battle
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Scettro da battaglia
The bearer can cast a Bound Spell, Power Level (4/8): Type: Augment. Range 18″. Duration: One Turn. The target gains +1 to hit with its Close Combat Attacks.
Tuktek's Guard
The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
Protection de Tuktek
La figurine du porteur gagne +1 en Résistance. Les attaques portées contre le porteur perdent Coup fatal si elles l’avaient.
Tuktek's Guard
The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
Tuktek's Guard
The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
Tuktek's Guard
The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
Barriera di Tuktek
The wearer’s model gains +1 Resilience. In addition, attacks made with Lethal Strike lose Lethal Strike when attacking the wearer’s model.
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+.
Pan of Protection Pinchin'
When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer’s unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Chapardeur de défense
Quand le porteur subit une blessure, il peut utiliser l’Armure et/ou la Sauvegarde spéciale de la figurine lui ayant infligé cette blessure : • Utilisez la valeur d’Armure que l’attaquant aurait contre l’attaque qui a infligé la blessure (en prenant en compte tout modificateur). Dans ce cas, le porteur ne peut pas utiliser sa propre armure (ni aucun de ses modificateurs). • Utilisez la Sauvegarde spéciale que l’attaquant aurait contre l’attaque qui a infligé la blessure (en prenant en compte tout modificateur). Dans ce cas, le porteur ne peut pas utiliser sa propre Sauvegarde spéciale (ni aucun de ses modificateurs). De plus, quand l’unité du porteur est la cible d’un sort, celui-ci gagne la même Résistance à la magie que le Lanceur du sort.
Pan of Protection Pinchin'
When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer’s unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Pan of Protection Pinchin'
When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer’s unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Pan of Protection Pinchin'
When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer’s unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
Padella arraffaprotezione
When successfully wounded, the bearer may choose to use the attacker's Armour value and/or its Special Save: • Use the Armour value that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Armour (including any modifiers), if available. • Use the Special Save that the attacking model would have against the attack that inflicted the wound (including Conditional Application, modifiers, etc.). If so, the bearer cannot use its own Special Save (including any modifiers), if available. In addition, when the bearer’s unit is the target of a spell, the bearer gains the same Magic Resistance as the Caster of the spell.
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 Cavern King
Cannot be taken by models with Towering Presence. All models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Vanguard and Feigned Flight. If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
Couronne du roi des cavernes
Toutes les figurines de l’unité du porteur qui ont au moins un élément de figurine de la Race de peaux-vertes – Gobelin commun, Gobelin des cavernes ou Gobelin des forêts gagnent Avant-garde et Repli tactique. Si le porteur est un Gobelin commun, un Gobelin des cavernes ou un Gobelin des forêts, la portée de ses règles Présence impérieuse et Ralliement au drapeau (le cas échéant) est augmentée de 6″.
Crown of the Cavern King
Cannot be taken by models with Towering Presence. All models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Vanguard and Feigned Flight. If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
Crown of the Cavern King
Cannot be taken by models with Towering Presence. All models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Vanguard and Feigned Flight. If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
Crown of the Cavern King
Cannot be taken by models with Towering Presence. All models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Vanguard and Feigned Flight. If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
Corona del re delle caverne
Cannot be taken by models with Towering Presence. All models in the bearer's unit that have at least one model part of the Greenhide Races Common Goblin, Cave Goblin, or Forest Goblin gain Vanguard and Feigned Flight. If the bearer is Common Goblin, Cave Goblin, or Forest Goblin, its Commanding Presence and Rally Around the Flag range (if available) is increased by 6".
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″.
Skull Fetish
At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Crâne fétiche
Au début de n’importe quelle Phase de magie alliée, ajoutez X marqueurs « Voile » à votre réserve de marqueurs « Voile », X étant égal au nombre d’unités alliées engagées au combat auquel il faut soustraire le nombre d’unités alliées en fuite. Vous ne pouvez pas gagner plus de 3 marqueurs « Voile » de cette façon. Ceux-ci s’ajoutent aux marqueurs « Voile » gagnés par d’autres sources. Le Crâne fétiche ne peut jamais faire perdre de marqueur « Voile ».
Skull Fetish
At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Skull Fetish
At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Skull Fetish
At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
Teschio feticcio
At the start of any friendly Magic Phase, add X Veil Tokens to your pool, where X is the number of friendly units Engaged in Combat minus the number of friendly Fleeing units. You cannot gain more than 3 Veil Tokens this way. These tokens are in addition to Veil Tokens gained from other sources. The Skull Fetish can never cause a loss of Veil Tokens.
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.
Troll Ale Flask
The bearer may perform a Special Attack that is made at the bearer’s Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Picole de troll
Cette Attaque spéciale est résolue au Palier d’initiative du porteur. Choisissez une unité ennemie que le porteur serait capable de cibler avec des Attaques de corps à corps. Cette unité subit une touche, résolue à Force 5, Pénétration d’armure 10.
Troll Ale Flask
The bearer may perform a Special Attack that is made at the bearer’s Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Troll Ale Flask
The bearer may perform a Special Attack that is made at the bearer’s Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Troll Ale Flask
The bearer may perform a Special Attack that is made at the bearer’s Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Fiasca di birra di troll
The bearer may perform a Special Attack that is made at the bearer’s Agility. In the corresponding Initiative Step, choose an enemy unit that the bearer is able to attack with Close Combat Attacks. This unit suffers a hit with Strength 5 and Armour Penetration 10.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Force des titans
Les attaques effectuées avec cette arme enchantée gagnent +3 en Force et la règle Attaques magiques.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Forza titanica
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Protection fantômatique
Le porteur gagne +2 en Armure. Cet Enchantement d'armure ne peut être utilisé contre des Attaques magiques.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Glyphe de saule
Lorsqu'il utilise ce bouclier enchanté, le porteur ne peut utiliser la règle Parade. Il gagne +1 en Armure et les Touches d'impact qui lui sont attribuées ont toujours Pénétration d'armure 0.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Tueuse de rois
Lorsqu'il attaque avec cette arme enchantée, son porteur gagne +X en Force, +X en Pénétration d'armure, +X en Valeur d'attaque et la règle Attaques magiques, où « X » est le nombre de Personnages ennemis en contact socle à socle avec l'unité du porteur. Ce bonus est calculé au palier d'Initiative où ces attaques seront effectuées et ne vaut que pour ce palier.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
King Slayer
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Sterminatrice di re
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Manchons foudroyants
Le porteur peut lancer un Sort lié, Niveau de puissance (4/8) : Type : Malédiction, Projectile, Dégâts. Portée : 24″. Durée : Immédiat. La cible subit 2D6 touches avec Force 3 et Pénétration d'armure 0.
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Vambraci del lampo
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
Maza's Zappin
The wielder’s unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Zap de Maza
L’unité du porteur gagne Tir rapide. Cet Arc gagne Précision (2+) et son profil est modifié comme suit : Portée 24″, Tirs 3, Force de l’utilisateur, Pénétration d’armure de l’utilisateur, Attaques magiques.
Maza's Zappin
The wielder’s unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Maza's Zappin
The wielder’s unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Maza's Zappin
The wielder’s unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
Saetta di Maza
The wielder’s unit gains Quick to Fire. This Bow gains Aim (2+), and its profile is changed to: Range 24", Shots 3, Str as user, AP as user, Magical Attacks.
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).
Omen of the Apocalypse
Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Présage de l'apocalypse
Lancez 1D3 au Palier d’initiative auquel le porteur attaque. Durant ce Palier d’initiative, s’il attaque avec cette arme, le porteur gagne un bonus équivalent au résultat de ce dé en valeur d’Attaque, en Force et en Pénétration d’armure. Les attaques portées par cette arme gagnent Attaques magiques.
Omen of the Apocalypse
Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Omen of the Apocalypse
Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Omen of the Apocalypse
Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Presagio dell'apocalisse
Roll a single D3 at the Initiative Step in which the wielder is attacking. During this Initiative Step, the wielder gains a modifier equal to the result of the D3 roll to its Attack Value, Strength, and Armour Penetration while using this weapon. Attacks made with this weapon become Magical Attacks.
Shady Shanking
Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
Poinçon vicieux
Les attaques portées avec cette arme gagnent Attaques magiques, Coup fatal et Réflexes foudroyants. Quand le porteur combat dans un Duel, les jets pour blesser ratés des attaques portées avec cette arme doivent être relancés.
Shady Shanking
Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
Shady Shanking
Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
Shady Shanking
Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
Tagliagole furtivo
Attacks made with this weapon gain Lightning Reflexes, Lethal Strike, and become Magical Attacks. When fighting a Duel, failed to-wound rolls with attacks with this weapon must be rerolled.
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 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.
Green Tide
0-3 Banners per Army. The bearer's unit gains Fight in Extra Rank.
Marée verte
L'unité du porteur gagne la règle Combat sur un rang supplémentaire.
Green Tide
0-3 Banners per Army. The bearer's unit gains Fight in Extra Rank.
Green Tide
0-3 Banners per Army. The bearer's unit gains Fight in Extra Rank.
Green Tide
0-3 Banners per Army. The bearer's unit gains Fight in Extra Rank.
Marea verde
0-3 Banners per Army. The bearer's unit gains Fight in Extra Rank.
Mikinok's Totem
At the start of each Round of Combat, choose one of the following: ● a Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. ● a Special Item* carried by a single model unit in base contact with the bearer's unit. ● a Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts
Totem de Mikinok
Au début de chaque Manche de combat, choisissez un Objet spécial porté par une figurine d’une unité ennemie en contact avec l’unité du porteur. Cet Objet spécial ne peut pas être utilisé durant cette Manche de combat.
Mikinok's Totem
At the start of each Round of Combat, choose one of the following: ● a Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. ● a Special Item* carried by a single model unit in base contact with the bearer's unit. ● a Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts
Mikinok's Totem
At the start of each Round of Combat, choose one of the following: ● a Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. ● a Special Item* carried by a single model unit in base contact with the bearer's unit. ● a Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts
Mikinok's Totem
At the start of each Round of Combat, choose one of the following: ● a Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. ● a Special Item* carried by a single model unit in base contact with the bearer's unit. ● a Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts
Totem di Mikinok
At the start of each Round of Combat, choose one of the following: ● a Special Item* carried by a Character or Champion in a single enemy unit in base contact with the bearer's unit. ● a Special Item* carried by a single model unit in base contact with the bearer's unit. ● a Banner Enchantment carried by a Standard Bearer in a single enemy unit in base contact with the bearer's unit. The effects of this Special Item* are ignored during this Round of Combat. *or, when fighting a Dwarven Holds army, a combination of Runic Weapon Enchantments, Runic Armour Enchantments, or Runic Artefacts

Units od the army

EN FR DE PL ES IT
Orc Warlord
Seigneur de guerre orque
Orc Warlord
Orc Warlord
Orc Warlord
Signore della guerra orco
Orc Chief
Caïd orque
Orc Chief
Orc Chief
Orc Chief
Capo orco
Orc Shaman
Chamane orque
Orc Shaman
Orc Shaman
Orc Shaman
Sciamano orco
War Boar
Sanglier
War Boar
War Boar
War Boar
Cinghiale da guerra
Orc Boar Chariot
Char à sangliers orque
Orc Boar Chariot
Orc Boar Chariot
Orc Boar Chariot
Carro con cinghiali degli orchi
Wyvern
Vouivre
Wyvern
Wyvern
Wyvern
Viverna
Goblin King
Monarque gobelin
Goblin King
Goblin King
Goblin King
Re goblin
Goblin Chief
Caïd gobelin
Goblin Chief
Goblin Chief
Goblin Chief
Capo goblin
Goblin Witch Doctor
Féticheur gobelin
Goblin Witch Doctor
Goblin Witch Doctor
Goblin Witch Doctor
Stregone goblin
Wolf
Loup
Wolf
Wolf
Wolf
Lupo
Goblin Wolf Chariot
Char à loups gobelin
Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
Carro con lupi dei goblin
Cave Gnasher
Gniark des cavernes
Cave Gnasher
Cave Gnasher
Cave Gnasher
Grignadenti delle caverne
Scuttler Spider
Araignée
Scuttler Spider
Scuttler Spider
Scuttler Spider
Ragno frenetico
Huntsmen Spider
Araignée chasseuse
Huntsmen Spider
Huntsmen Spider
Huntsmen Spider
Ragno cacciatore
Gargantula
Gargantula
Gargantula
Gargantula
Gargantula
Gargantula
SpiderMother Shrine
Gargantula avec Autel de la Mère-Araignée
SpiderMother Shrine
SpiderMother Shrine
SpiderMother Shrine
SpiderMother Shrine
Orcs
Orques communs
Orcs
Orcs
Orcs
Orchi comuni
Feral Orcs
Orques sauvages
Feral Orcs
Feral Orcs
Feral Orcs
Orchi ferali
Crossbow Orcs
Orques Arbalètriers
Crossbow Orcs
Crossbow Orcs
Crossbow Orcs
balestrieri Orcs
Orc 'Eadbashers
Brise-crânes orques
Orc 'Eadbashers
Orc 'Eadbashers
Orc 'Eadbashers
Spaccacrani orco
Feral Orc 'Eadbashers
Brise-crânes orques sauvages
Feral Orc 'Eadbashers
Feral Orc 'Eadbashers
Feral Orc 'Eadbashers
Spaccacrani orco ferale
Orc Boar Riders
Orques sur sanglier
Orc Boar Riders
Orc Boar Riders
Orc Boar Riders
Cavalca cinghiali orco
Feral Orc Boar Riders
Orques sauvages sur sanglier
Feral Orc Boar Riders
Feral Orc Boar Riders
Feral Orc Boar Riders
Cavalca cinghiali ferali
Goblins
Gobelins
Goblins
Goblins
Goblins
Goblin
Shady Git
Vengeur masqué
Shady Git
Shady Git
Shady Git
Folle losco
Cave Goblins
Gobelins des cavernes
Cave Goblins
Cave Goblins
Cave Goblins
Goblin delle caverne
Mad Git
Boulet-fou
Mad Git
Mad Git
Mad Git
Folle rabbioso
Forest Goblins
Gobelins des forêts
Forest Goblins
Forest Goblins
Forest Goblins
Foresta dei goblin
Forest Goblins Creepers
Gobelins des forêts Rampants
Forest Goblins Creepers
Forest Goblins Creepers
Forest Goblins Creepers
Foresta Goblins Schermagliatore
Iron Orcs
Orques en fer
Iron Orcs
Iron Orcs
Iron Orcs
Orchi di ferro
Orc Boar Chariot
Char à sangliers orque
Orc Boar Chariot
Orc Boar Chariot
Orc Boar Chariot
Carro con cinghiali degli orchi
Mounted 'Eadbashers
Brise-crânes sur sanglier
Mounted 'Eadbashers
Mounted 'Eadbashers
Mounted 'Eadbashers
Spaccacrani su cinghiale
Mounted Feral Orc 'Eadbashers
Brise-crânes orques sauvages sur sanglier
Mounted Feral Orc 'Eadbashers
Mounted Feral Orc 'Eadbashers
Mounted Feral Orc 'Eadbashers
Orco ferale Spaccacrani su cinghiale
Goblin Raiders
Pillards gobelins
Goblin Raiders
Goblin Raiders
Goblin Raiders
Razziatori goblin
Forest Goblin Raiders
Pillards gobelins des forêts
Forest Goblin Raiders
Forest Goblin Raiders
Forest Goblin Raiders
Razziatori goblin della foresta
Goblin Wolf Chariot
Char à loups gobelin
Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
Carro con lupi dei goblin
Gnasher Dashers
Bondisseurs gniarks
Gnasher Dashers
Gnasher Dashers
Gnasher Dashers
Grignadenti d'assalto
Gnasher Herd
Meute de gniarks
Gnasher Herd
Gnasher Herd
Gnasher Herd
Mandria di grignadenti
Gnasher Wrecking Team
Équipe de démolition gniark
Gnasher Wrecking Team
Gnasher Wrecking Team
Gnasher Wrecking Team
Squadra di demolizione grignadenti
Trolls
Trolls
Trolls
Trolls
Trolls
Troll
Cave Trolls
Trolls des cavernes
Cave Trolls
Cave Trolls
Cave Trolls
Troll delle caverne
Bridge Trolls
Trolls de rivière
Bridge Trolls
Bridge Trolls
Bridge Trolls
Troll dei ponti
Grotlings
Morveux
Grotlings
Grotlings
Grotlings
Scriccioli
Scrap Wagon
Carriole de morveux
Scrap Wagon
Scrap Wagon
Scrap Wagon
Carro degli scriccioli
Skewerer
Embrocheur
Skewerer
Skewerer
Skewerer
Infilzatrice
Greenhide Catapult
Greenhide Catapult
Greenhide Catapult
Greenhide Catapult
Greenhide Catapult
Greenhide Catapult
Catapults Git Launcher with Orc Overseer
Catapulte Lance-kamikaze avec Hortatorque
Catapults Git Launcher with Orc Overseer
Catapults Git Launcher with Orc Overseer
Catapults Git Launcher with Orc Overseer
Catapults Git Launcher with Orc Overseer
Catapults Splatterer
Catapulte Écrabouilleur
Catapults Splatterer
Catapults Splatterer
Catapults Splatterer
Catapults Splatterer
Catapults - Splatterer with Orc Overseer
Catapulte Écrabouilleur avec Hortatorque
Catapults - Splatterer with Orc Overseer
Catapults - Splatterer with Orc Overseer
Catapults - Splatterer with Orc Overseer
Catapults - Splatterer with Orc Overseer
Gargantula
Gargantula
Gargantula
Gargantula
Gargantula
Gargantula
Gargantula web launcher
Gargantula avec Lance-toile
Gargantula web launcher
Gargantula web launcher
Gargantula web launcher
Gargantula Lanciaragnatele
Great Green Idol
Idole des dieux verts
Great Green Idol
Great Green Idol
Great Green Idol
Grande idolo verde
Giant
Géant
Giant
Giant
Giant
Gigante