Correspondence of translations with another language
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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.
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Perturbant
Les Attaques de corps à corps allouées à une figurine avec cette règle subissent une pénalité de −1 pour toucher.
Ignorez cette règle si l’attaque est affectée par au moins un autre modificateur négatif sur le jet pour toucher.
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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.
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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.
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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.
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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.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Acid Thrower
Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.
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Aegis
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Ægide
Ægide est une Sauvegarde spéciale . Les jets de sauvegarde d’Ægide réussis contre des attaques avec la règle Attaque
divine doivent être relancés.
Pour effectuer un jet de sauvegarde spéciale, lancer autant de dés que de blessures qui n’ont pas été annulées par la
sauvegarde d’armure.
• Si X est donné comme un jet de dé (par exemple Ægide (4+)), il s’agit de la valeur du jet de dé nécessaire pour
annuler la blessure.
• Si X est donné comme modificateur et avec une valeur maximum (par exemple Fortitude (+1, max. 3+)), la
figurine gagne ceci comme modificateur pour tous ses jets de sauvegarde spéciale du même type, mais sans
pouvoir dépasser la valeur maximale indiquée entre parenthèses. Si la figurine n’a pas de sauvegarde spéciale de
ce type, elle gagne une sauvegarde spéciale ((7−X) +) à la place (c’est-à-dire une figurine avec Ægide (+2, max
4+) gagnera une Ægide (5+)).
Si une figurine a plusieurs instances de sauvegardes spéciales, choisissez laquelle utiliser avant de jeter les dés. Une
seule sauvegarde spéciale peut être utilisée pour annuler une blessure.
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Rettungswurf
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Aegis
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Égida
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Egida
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Hallebarde
À deux mains . Les attaques portées avec une Hallebarde ont +1 en Force et +1 en Pénétration d’armure.
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Hellebarde
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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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.
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Harnaché
Corps à corps
Les éléments de figurine avec Harnaché ne peuvent pas effectuer d’ Attaques de soutien et ne peuvent pas utiliser d’arme. Les Armes de tir portées par les éléments de figurine avec Harnaché peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou Inanimé ). Une figurine dont au moins un élément a la règle Harnaché est considérée comme « montée ».
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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.
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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.
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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.
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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.
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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
.
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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
.
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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
.
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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
.
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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
.
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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
.
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Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
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Arbalète
Portée 30", Tir 1, Fo 4, PA 1, Encombrant.
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Armbrust
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
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Crossbow
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
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Ballesta
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
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Balestra
Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy
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Repeater Handbow
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
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Arbalète à Répétition De Poing
Arme de tir
Portée 12″, Tirs X, Fo 3, PA 0, Tir précis, Tir rapide. À Courte portée, l’arme gagne +1 en Pénétration d’armure.
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Repeater Handbow
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
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Repeater Handbow
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
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Repeater Handbow
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
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Repeater Handbow
Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.
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Bow
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Arc
Portée 24", Tir 1, Fo 3, PA 0, Tir de volée.
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Bogen
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Bow
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Arco
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Arco
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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
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Arme de base
Toutes les figurines sont équipées d’une Arme de base. Si une figurine possède n’importe quelle autre Arme de corps à corps, elle ne peut pas choisir d’utiliser son Arme de base, à moins que le contraire ne soit précisé. Une figurine à pied maniant une Arme de base avec un Bouclier gagne la règle Parade .
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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
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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
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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
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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
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Plate Armour
+3 Armor
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Armure de plates
+3 en Armure
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Plattenrüstung
+3 Armor
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Plate Armour
+3 Armor
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Armadura de Placas
+3 Armor
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Armatura a Piastre
armatura +3
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Light Armour
Armor +1
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Armure légère
+1 en Armure
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Leichte Rüstung
Armor +1
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Light Armour
Armor +1
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Armadura Ligera
Armor +1
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Armatura Leggera
armatura +1
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Heavy Armour
+2 Armor
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Armure lourde
+2 en Armure
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Schwere Rüstung
+2 Armor
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Heavy Armour
+2 Armor
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Armadura Pesada
+2 Armor
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Armatura Pesante
armatura +2
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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.
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Paire d'armes
À deux mains . Le porteur gagne +1 en valeur d’Attaque et +1 en Capacité offensive quand il utilise cette arme.
Les attaques portées avec une Paire d’armes ignorent la règle Parade .
Bien que les Paires d’armes soient souvent représentées par deux Armes de base, elles sont considérées comme étant une catégorie d’arme à part en termes de règles.
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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.
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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.
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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.
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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.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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åsklander Battle Fever
: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.
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Breath Attack
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Attaque de souffle
L’élément de figurine ne peut utiliser cette attaque qu’une seule fois par partie. Si une figurine dispose de plusieurs instances de cette règle, elle ne peut en utiliser qu’une seule par phase. Cette attaque peut être faite soit comme une Attaque de tir, soit, si la figurine est engagée au combat, comme une Attaque de mêlée.
• Si la figurine n’est pas engagée au combat, elle s’utilise comme une Attaque de tir avec Tir en marche forcée :
choisissez une cible, conformément aux règles normales des Attaques de tir. Cette attaque peut être utilisée dans le cadre d’une Réaction à une charge de type « Tenir la position et tirer ». Elle a une portée de 6″. Un élément de figurine qui a à la fois une Attaque de souffle et une Arme de tir peut utiliser les deux au cours de la même Phase de tir, mais à condition de viser la même cible.
• Si la figurine est engagée au combat, elle s’utilise comme une Attaque de mêlée. L’attaque est portée au Palier d’initiative correspondant à l’Agilité de l’élément de figurine. Déclarez que vous utilisez l’Attaque de souffle au début de son Palier d’initiative, avant de lancer les dés pour toucher et désignez pour cible une unité en contact.
L’Attaque de souffle, qu’elle soit utilisée comme Attaque de tir ou comme Attaque de mêlée, inflige 2D6 touches à sa cible. La Force, la Pénétration d’armure et les éventuels Attributs d’attaque de ces touches sont donnés entre parenthèses pour chaque Attaque de souffle, comme par exemple Attaque de souffle (Fo 4, PA 1, Attaque enflammée ). Si plusieurs figurines de la même unité utilisent cette règle, déterminez le nombre de touches de chaque Attaque de souffle séparément pour chaque figurine.
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Atemattacke
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Breath Attack
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Ataque de Aliento
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Attacco a Soffio
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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.
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Attaque empoisonnée
Corps à corps, Tir
Une attaque avec cette règle blesse automatiquement, sans aucun jet pour blesser nécessaire, si le jet pour toucher est réussi et a donné un résultat non modifié de ‘6’.
Une Attaque de tir suivant la règle Tir désespéré ne blesse automatiquement que si le premier jet pour toucher a donné un résultat naturel de ‘6’. Notez que le second jet pour toucher doit encore réussir pour toucher la cible.
Si une attaque peut occasionner plusieurs touches (avec les règles Attaque de zone ou Ardeur guerrière par exemple), seule une touche, au choix de l’attaquant, blesse automatiquement. Les autres touches doivent blesser avec un jet normal.
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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.
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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.
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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.
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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.
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Attaque magique
Cet Attribut d’attaque ne confère aucun effet particulier, mais peut éventuellement interagir avec d’autres règles comme Ægide (X, contre Attaque magique) .
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Magische Attacken
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Ataques Mágicos
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Attacchi Magici
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Attached
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Rattaché
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Attached
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Attached
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Dependiente
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Scorta
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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.
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Touches d'impact
Au Palier d’initiative 10, un élément de figurine en charge avec cette règle doit choisir une unité ennemie en contact sur son front. Cette unité subit un nombre de touches égal à la valeur indiquée entre parenthèses (X). Ces touches sont résolues avec la Force et la Pénétration d’armure de l’élément de figurine attaquant.
Si une figurine dispose à la fois d’ Attaque de broyage et de Touches d’impact, elle ne peut utiliser, lors d’une même Manche de combat, qu’une de ces deux règles au choix (ce choix revenant au propriétaire de la figurine). Dans le cas d’une figurine multi-éléments, seuls les éléments de figurine ayant la règle Harnaché ou Inanimé d’une figurine combinée peuvent utiliser leurs Touches d’impact. Si plusieurs figurines d’une même unité utilisent cette règle, et si X est un nombre aléatoire (par exemple, Touches d’impact (1D6)), déterminez séparément le nombre de touches de chaque instance de cette règle.
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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.
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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.
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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.
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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.
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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.
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Avant-garde
Après le Déploiement (y compris celui des Éclaireurs), les figurines avec cette règle peuvent effectuer un mouvement de X″. Ce mouvement s’effectue comme une combinaison de Mouvement simple et/ou Reformation réalisés pendant la Phase de mouvement, avec les mêmes restrictions et possibilités d’action qui s’appliquent normalement à cette unité (comme faire des Roues , rejoindre et quitter des unités, etc.). La distance de déplacement est de X″ plutôt que la valeur de Mouvement simple ou de Marche forcée de l’unité. Au cas où aucun chiffre n’est donné entre parenthèses, considérez que la valeur de X est égale à 12″.
Une unité ne peut pas se retrouver à moins de 12″ d’un ennemi à lors de ce mouvement. Cette limite est réduite à 6″ si l’ennemi en question a utilisé la règle Avant-garde ou Éclaireur .
Si les deux joueurs désirent faire des déplacements d’Avant-garde, ils alternent les déplacements, une unité après l’autre, en commençant par le joueur qui a fini son déploiement normal en dernier (remarque : ceci est une exception à la règle d’ Effets simultanés ). Une unité combinée compte comme une seule unité à cet égard, quand bien même différentes composantes de l’unité décideraient d’effectuer des déplacements d’Avant-garde séparés (par exemple, au cas où deux Personnages avec Avant-garde sortiraient d’une unité combinée en faisant chacun leur propre déplacement d’Avant-garde). Tout effet de jeu qui s’applique à l’unité combinée (tel qu’un Enchantement d’étendard) continue à s’appliquer pour l’ensemble des composantes de cette unité combinée jusqu’à que toutes ces composantes aient terminé leur déplacement d’Avant-garde (même si un Personnage quitte l’unité). Au lieu de déplacer une unité avec la règle Avant-garde, un joueur peut déclarer qu’il cesse d’effectuer tout déplacement d’Avant-garde.
Une unité qui a fait un déplacement d’Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu et ne peut pas déclarer de charge lors du premier Tour de joueur si son camp joue en premier.
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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.
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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.
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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.
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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.
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Insignificant
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Insignifiant
Les unités composées entièrement de figurines avec la règle Insignifiant ne provoquent de Test de panique que chez les unités alliées dont au moins la moitié des figurines possède cette même règle. Une unité contenant des figurines ordinaires avec Insignifiant ne peut être rejointe que par un Personnage avec la même règle.
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Bedeutungslos
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Insignificant
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Insignificante
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Insignificante
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Hard Target
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Cible difficile
Les Attaques de tir ciblant une unité dont plus de la moitié des figurines dispose de cette règle subissent une pénalité de −X sur leurs jets pour toucher. Cette règle est cumulative.
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Schwieriges Ziel
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Hard Target
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Objetivo Difícil
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Bersaglio Difficile
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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.
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Mouvement ou tir
Tir
Une attaque avec cette règle ne peut être utilisée si la figurine attaquante a effectué un Mouvement simple , une Marche forcée , une Reformation ou un Pivot pendant le même Tour de joueur. Veuillez noter que les limitations habituelles restent d’application (comme le fait de ne pas tirer après un Mouvement de charge ratée , etc.).
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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.
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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.
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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.
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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.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Blessures multiples
Corps à corps
Les blessures non sauvegardées causées par des attaques avec cette règle sont multipliées par la valeur entre parenthèses (X). Si la valeur donnée est aléatoire, comme dans Blessures multiples (1D3), lancez un dé pour chaque blessure non sauvegardée concernée. Le nombre de blessures une fois multiplié ne peut jamais être plus grand que la caractéristique de Points de vie de la cible, sans prendre en compte les Points de vie déjà perdus précédemment dans la bataille.
Par exemple, si une attaque avec Blessures multiples (1D6) blesse une unité de Trolls (3 PV), et qu’un ‘5’ est obtenu pour le nombre de blessures, alors ce nombre est réduit à 3 blessures, même si cette unité avait déjà perdu un ou deux Points de vie précédemment dans la bataille.
Si Ailes mutilées est précisé après la valeur (X), toute blessure non sauvegardée infligée par une attaque avec cette règle contre une figurine avec la règle Vol est multipliée par X+1 plutôt que par X.
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Multiple Lebenspunktverluste
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Heridas Múltiples (X)
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Ferite Multiple
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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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.
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Garde du corps
Un Personnage qui rejoint une unité avec au moins une figurine avec la règle Garde du corps gagne la règle Tenace . Quand un nom ou un type de Personnage est précisé entre parenthèses, la règle ne fonctionne que pour les Personnages qui remplissent cette condition.
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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.
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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.
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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.
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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.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Bouclier
+1 en Armure
Lorsqu’une arme À deux mains est utilisée, un Bouclier peut uniquement être utilisé contre les Attaques à distance
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Schild
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Escudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Scudo
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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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.
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Capture
Une unité dont au moins une figurine possède la règle Capture est considérée comme une Unité de capture et peut être utilisée pour remporter des Objectifs secondaires (voir « Remporter l’objectif secondaire », page 96 ). Toute armée a besoin d’Unités de capture pour pouvoir disputer les Objectifs secondaires, c’est pourquoi les unités qui disposent de la règle Capture sont mises en valeur dans les Livres d’armée par la présence d’une icône représentant un fanion :
La règle Capture peut être perdue au cours d’une partie :
• Une unité perd la règle Capture tant qu’elle est en fuite.
• Une unité qui a utilisé la règle Embuscade et qui est entrée sur le champ de bataille au quatrième Tour de jeu ou plus tard perd la règle Capture pour le reste de la partie.
• Une unité qui a effectué une Reformation post-combat perd la règle Capture jusqu’au début du prochain Tour de joueur.
• Une figurine qui effectue un déplacement d’ Avant-garde perd la règle Capture jusqu’à la fin du premier Tour de jeu.
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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.
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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.
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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.
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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.
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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Cavalry Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire
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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.
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Coup fatal
Une attaque avec cette règle qui obtient un ‘6’ naturel sur son jet pour blesser voit sa Pénétration d’armure passer à 10 et ignore les sauvegardes de Fortitude .
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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.
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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.
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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.
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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.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Communal Bond
Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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Contractor
Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.
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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.
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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 .
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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.
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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.
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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.
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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.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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Courage
The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.
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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.
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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 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 règle ne s’applique que lorsque la figurine interagit avec ce ou ces types de Décors.
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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.
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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.
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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.
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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.
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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.
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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 .
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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.
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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.
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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.
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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.
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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.
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Éclaireur
Les unités avec la règle Éclaireur peuvent être déployées en utilisant des règles de Déploiement spécial. Déclarez quelles unités utiliseront cette règle à l’étape 8 de la Séquence pré-partie (juste après la Sélection des sorts), en commençant par le joueur qui a choisi sa Zone de déploiement. Le déploiement des Éclaireurs se fait à l’étape 5 de la Phase de déploiement (« Déploiement des unités d’Éclaireurs »). Si les deux joueurs ont des unités d’Éclaireurs, placez les unités chacun à votre tour (une unité à la fois) en commençant par le joueur qui a terminé son déploiement normal en premier. Les unités avec Éclaireur peuvent être déployées de trois manières différentes :
• Entièrement dans votre Zone de déploiement, en suivant les règles normales de déploiement.
• N’importe où sur le champ de bataille, à au moins 18″ de toute unité ennemie.
• N’importe où sur le champ de bataille et entièrement à l’intérieur d’un Champ, d’une Forêt, d’une Ruine ou d’un Terrain aquatique, à au moins 12″ de toute unité ennemie.
Les unités d’Éclaireurs qui n’ont pas été entièrement déployées dans leur Zone de déploiement ne peuvent déclarer de charge pendant le premier Tour de joueur du premier Tour de jeu (plus aucune restriction à la charge des unités d’Éclaireurs ne s’applique après ce premier Tour de joueur).
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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.
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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.
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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.
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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.
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Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
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Efficacité meurtrière
L'attaque gagne +1 pour blesser pendant la première Manche de combat.
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Gnadenlose Effizienz
Die Attacke erhält +1 auf Verwundungswürfe während der ersten Nahkampfrunde.
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Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
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Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
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Ruthless Efficiency
The attack gains +1 to wound during the First Round of Combat.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Elven Prince
The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Engineering Rune
Universal Rule.
Add +4 to any roll on the Misfire Table for the model.
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Exclusive
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Exclusif
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Exclusive
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Exclusive
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Exclusivo
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Esclusivo
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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Experienced Strategist
Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.
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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.
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Repli tactique
Si une unité composée uniquement de figurines avec Repli tactique choisit volontairement « Fuir » comme Réaction à une charge et réussit son Test de ralliement lors du Tour de joueur allié suivant, elle 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). Cette règle ne peut pas être appliquée si elle fuit involontairement (par exemple, suite à un Test de panique échoué ou si elle fuyait déjà lorsqu’elle a été chargée).
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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.
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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.
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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.
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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.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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Flame Cannon
Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.
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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.
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Vol
Une unité composée entièrement de figurines avec cette règle peut effectuer un Mouvement de vol quand elle fait un Mouvement de charge , un Mouvement simple ou une Marche forcée . Quand elle fait un Mouvement de vol, remplacez la valeur de Mouvement simple de la figurine par la première valeur donnée entre parenthèses (X) et la valeur de Marche forcée par la seconde valeur (Y). Une unité qui effectue un Mouvement de vol ignore les Décors et les autres unités pendant son déplacement, sauf l’unité chargée lors d’un Mouvement de charge. Notez que :
• Elle doit respecter la Règle du pouce d’écart à la fin du mouvement.
• Elle est toujours affectée par les effets des Décors depuis lesquels elle décolle ou dans lesquels elle atterrit.
• Tous les modificateurs qui s’appliquent à ses valeurs de mouvement au sol s’appliquent aussi à ces valeurs (sauf indication contraire).
• Lorsque vous déclarez une charge avec une unité qui a la règle Vol, vous devez déclarer si l’unité utilisera son Mouvement de vol pour la charge, ou non.
• Lorsqu’une unité avec Vol effectue un Mouvement de charge ratée, elle doit utiliser le type de mouvement (au sol
ou de vol) qui a été choisi lorsque la charge a été déclarée. Si l’unité devait terminer son Mouvement de charge ratée à l’intérieur du Rectangle limite d’une autre unité ou à l’intérieur d’un Terrain infranchissable, faites-la reculer jusqu’à la dernière position autorisée qui lui permet de respecter la Règle du pouce d’écart.
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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.
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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.
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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.
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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.
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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
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Fortitude
La Fortitude est une Sauvegarde spéciale . La Fortitude ne peut pas être utilisée contre des Attaques enflammées ,
ni des attaques avec la règle Coup fatal pour lesquelles un ‘6’ a été obtenu pour blesser.
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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
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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
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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
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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
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Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
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Géant voit, géant fait
Règle universelle.
La figurine gagne Marque de la Fournaise et une Armure infernale.
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Riese sehen, Riese machen
Das Modell erhält Infernorüstung und [b]Mal des Infernos[/b].
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Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
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Gigante Ve, Gigante Hace
La miniatura obtiene [b]Armadura Infernal[/b] y [b]Marca Infernal[/b].
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Gigante Vede, Gigante Fa
Il modello ottiene Armatura Infernale e [b]Marchio Infernale[/b].
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heavy Machines
Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.
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Heroic
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Heroic
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Heroic
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Heroic
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Heroic
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Heroic
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Hold the Line
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Tenez bon!
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Hold the Line
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Hold the Line
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Mantener la Línea
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Non Cedete!
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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.
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Tirailleur
Une figurine avec Tirailleur peut toujours utiliser ses Attaques de tir depuis n’importe quel rang (les figurines avec Tirailleur ne sont pas limitées au premier et au deuxième rangs).
Les unités dont au moins une figurine ordinaire a Tirailleur sont déployées en une Formation de tirailleurs. Les figurines ne sont pas placées au contact les unes des autres mais sont espacées de 12,5 mm (soit à peu près 0,5″) lorsqu’elles forment une unité. On considère que ces espaces font partie intégrante de l’unité pour déterminer les Couverts et qu’ils ont la même Taille que celle des figurines de l’unité. En dehors de cet écart entre les figurines,
l’unité suit les règles normales et possède donc un front, deux flancs et un dos, les figurines du second rang peuvent porter des Attaques de soutien, etc. Les unités en Formation de tirailleurs ne bloquent jamais une Ligne de vue (souvenez-vous que cela affecte aussi les Couverts, puisque de ce fait, ces unités ne peuvent jamais donner un Couvert lourd).
Une unité en Formation de tirailleurs ne peut être rejointe que par des Personnages ayant le même Type et la même Taille. À moins qu’un Personnage n’ait exactement la même taille de socle que toutes les figurines ordinaires de l’unité, il est considéré comme ayant un Socle incompatible lorsqu’il est placé dans l’unité. L’unité cesse d’être en Formation de tirailleurs lorsque toutes les figurines ordinaires avec la règle Tirailleur ont été retirées comme perte :
contractez immédiatement les figurines restantes pour leur faire adopter une formation normale, sans déplacer le centre du premier rang. Le cas échéant, décalez toute unité comme d’habitude pour maintenir le contact si possible.
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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.
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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.
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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.
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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.
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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).
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Inanimé
Corps à corps
Les éléments de figurine avec Inanimé ne peuvent pas effectuer d’Attaques de corps à corps et ne peuvent pas utiliser d’Armes de tir. Les Armes de tir portées par les éléments de figurine avec Inanimé peuvent être utilisées par d’autres éléments de la même figurine (tant qu’ils n’ont pas eux-mêmes Harnaché ou Inanimé).
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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).
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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).
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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).
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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).
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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indémoralisable
L’unité de la figurine réussit automatiquement ses Tests de moral . Une figurine avec Indémoralisable ne peut rejoindre ou être rejointe que par d’autres figurines avec Indémoralisable.
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Unerschütterlich
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Unbreakable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Indesmoralizable
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Irriducibile
The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
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Not a Hero
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Pas un meneur
La figurine ne peut pas devenir le Général de l’armée.
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Kein Anführer
The model cannot be the General.
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Not a Hero
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No un Líder
The model cannot be the General.
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Non un Capo
The model cannot be the General.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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Knowledge about Beasts
Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.
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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.
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Machine de guerre
La figurine ne peut pas effectuer de Marche forcée, déclarer de charge ou choisir « Fuir » en Réaction à une charge.
La figurine ne peut effectuer de Poursuite (ce qui ne l’empêche pas de pouvoir être affectée par la règle Mouvement aléatoire ). Les Personnages ne peuvent jamais rejoindre une unité avec Machine de guerre. Un Personnage avec Machine de guerre ne peut rejoindre aucune unité.
Si une Machine de guerre rate un Test de panique , elle ne fuit pas, mais est Ébranlée jusqu’à la fin du prochain Tour de joueur. Une Machine de guerre qui rate un Test de moral est automatiquement détruite. Les Machines de guerre sur socle rond et les unités engagées au combat contre elles ne peuvent pas effectuer de Reformation de combat .
Quand une unité charge une Machine de guerre sur socle rond, son front peut être amené au contact de n’importe quel point de son socle (elle doit maximiser le nombre de figurines en contact). Aucun mouvement d’alignement n’est autorisé. Voir la figure 4 page 12 )
Lorsqu’une unité Démoralisée fuit dans la direction opposée à une Machine de guerre sur socle rond, cette unité effectue toujours un Pivot de 180° de sorte à ce que son dos soit en contact avec le socle de la Machine de guerre.
Pour le reste, suivez les règles normales de démoralisation et de fuite d’un combat.
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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.
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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.
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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.
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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.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Plateforme de guerre
À moins d’être sélectionnée comme monture pour un Personnage, une figurine avec Plateforme de guerre gagne la règle Personnage , avec les exceptions suivantes :
• Elle ne compte pas dans la catégorie d’armée « Personnages » (pour la création de Listes d’armées).
• Elle ne compte pas comme un Personnage lors du Déploiement (mais peut tout de même être déployée dans une unité).
• Elle ne peut ni provoquer ni relever de Duel , ni utiliser la règle Faites place .
• Elle peut faire appel à la règle Mêlée tourbillonnante .
• Elle ne compte pas en tant que Personnage en ce qui concerne les règles Blessures multiples et Garde du corps (à moins qu’elle ne soit spécifiquement mentionnée dans la règle Garde du corps).
La figurine peut rejoindre des unités même si elle a la règle Présence imposante , et avoir la règle Char ne l’empêche pas de rejoindre des unités sans la règle Char. De plus, cela n’empêche pas un Personnage sans la règle Char de rejoindre une unité contenant une figurine avec la règle Plateforme de guerre et Char. Lorsqu’elle a rejoint une unité, elle doit toujours être placée au centre du premier rang, repoussant éventuellement pour ce faire d’autres figurines avec la règle Au premier rang , et doit toujours rester au centre du premier rang (tant qu’elle se trouve dans l’unité). Si deux positions sont centrales dans l’unité (cela peut être le cas dans une unité avec un nombre impair de figurines au premier rang), la Plateforme de guerre peut être placée dans l’une ou l’autre position. Si la Plateforme de guerre ne peut pas être placée au centre du premier rang, quelle qu’en soit la raison, la figurine ne peut pas rejoindre l’unité. Une Plateforme de guerre avec un Socle incompatible ne peut jamais rejoindre une unité et, sauf indication contraire, une seule Plateforme de guerre peut se trouver dans une même unité.
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Kriegsplattform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Plataforma de Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Piattaforma di Guerra
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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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.
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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 Fo, +2 PA) .
L’Infanterie ne peut pas utiliser de Lance de cavalerie.
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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.
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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.
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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.
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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.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Lance Formation
Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.
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Light Lance
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Lance légère
Les attaques portées par une Lance légère et allouées contre un ennemi sur le front de l’unité du porteur gagnent Charge dévastatrice (+1 Fo, +1 PA) .
L’Infanterie ne peut pas utiliser de Lance légère.
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Leichte Lanze
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Light Lance
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Lanza Ligera
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Lancia Leggera
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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.
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Troupe légère
Une unité entièrement composée de figurines avec Troupe légère applique les règles suivantes pour ses Mouvements
simples et Marches forcées :
• L’unité peut effectuer un nombre illimité de Reformations à tout moment pendant son déplacement, et dans n’importe quel ordre. Cela n’empêche pas ces figurines de tirer lors de ce Tour de joueur.
• L’unité peut se déplacer en arrière et sur le côté comme si elle se déplaçait vers l’avant (c’est-à-dire, d’une distance égale à sa valeur de Mouvement simple, et l’unité peut combiner des Mouvements simples en avant, en arrière et de côté), mais aucune partie de son Rectangle d’unité ne peut quitter la table.
• L’unité ne peut effectuer aucune Roue.
De plus,
• Une unité entièrement composée de figurines avec Troupe légère gagne Tir en marche forcée .
• Une unité dont plus de la moitié des figurines a Troupe légère compte comme ayant toujours 0 Rang complet .
• Un Personnage de type Infanterie et de même Taille que les figurines d’une unité d’Infanterie avec Troupe légère gagne cette règle tant qu’il fait partie de cette unité. Cette instance de Troupe légère est perdue immédiatement lorsqu’il quitte l’unité.
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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.
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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.
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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.
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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.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Les grands esprits se rencontrent
La figurine gagne [b]Excité par le sang[/b] et considère toutes les figurines de Bêtes alliées comme étant [b]Insignifiantes[/b].
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Treffen der Geister
Das Modell erhält [b]Blutfährte[/b] und behandelt alle freundlichen Beast Modelle als Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Les grands esprits se rencontrent
La figurine gagne [b]Excité par le sang[/b] et considère toutes les figurines de Bêtes alliées comme étant [b]Insignifiantes[/b].
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Treffen der Geister
Das Modell erhält [b]Blutfährte[/b] und behandelt alle freundlichen Beast Modelle als Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Meeting of Minds
The model gains [b]Scent of Blood[/b] and treats all friendly Beast models as Insignificant.
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Lightning Reflexes
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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Réflexes foudroyants
Corps à corps
Une Attaque de corps à corps avec cette règle gagne un bonus de +1 pour toucher.
Si l’élément de figurine porte une Arme lourde, ignorez ce modificateur, mais l’élément de figurine attaque au Palier d’initiative correspondant à son Agilité normale au lieu d’attaquer au Palier d’initiative 0.
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Lightning Reflexes
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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Lightning Reflexes
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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Lightning Reflexes
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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Riflessi fulminei
Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Lime Thrower
Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.
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Weapon Master
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Maître d'armes
À l’étape 2 de la Séquence d’une Manche de combat (« Choisissez une arme »), les éléments de figurine avec cette règle peuvent choisir quelle arme utiliser (ce qui signifie qu’ils peuvent combattre avec une arme différente à chaque Manche de combat s’ils le souhaitent). Cela leur permet notamment de choisir d’utiliser leur Arme de base quand bien même ils disposeraient également d’autres armes. Un élément de figurine qui possède une arme avec un Enchantement d’arme est cependant toujours obligé de l’utiliser.
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Waffenmeister
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Weapon Master
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Maestro de Armas
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Maestro d'Armi
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Mark Target
Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Martial Discipline
Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Mercenary Cannon
Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3
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Undead
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
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Mort-vivant
La figurine gagne la règle Instable . Elle ne peut pas effectuer de Marche forcée, à moins de commencer son mouvement de Marche forcée à portée de la règle Présence impérieuse d’une figurine alliée. La seule Réaction à une charge pouvant être choisie par une unité contenant au moins une figurine avec la règle Mort-Vivant est « Tenir la position ».
Lorsqu’une unité composée uniquement de figurines avec la règle Mort-vivant perd des Points de vie à cause de la règle Instable , le nombre de Points de vie peut être réduit dans certaines situations. Appliquez les modificateurs dans l’ordre suivant :
1. Si l’unité contient au moins une figurine avec Tenace , divisez le nombre de Points de vie perdus par deux, en arrondissant au supérieur.
2. Si l’unité est Indomptable et si le nombre de Points de vie perdus est supérieur à 12, réduisez-le à 12.
3. Si l’unité est à portée de la règle Ralliement au drapeau , déduisez le Bonus de rang de l’unité du nombre de Points de vie perdus. Les unités n’ayant pas de Bonus de rang déduisent à la place 1 au nombre de Points de vie perdus.
4. Appliquez ensuite tous les autres modificateurs (provenant d’Objets spéciaux, des Règles de figurines, des sorts, etc.).
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Untot
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
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Undead
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
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No Muerto
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
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Nonmorto
The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.
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Pack Tactics
Units consisting entirely of models with Pack Tactics gain Devastating Charge (Swiftstride) while they are Located in the Charged unit's Flank or Rear Arc.
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Tactiques de meute
Une unité entièrement composée de figurines ayant cette règle gagne [b]Charge dévasta- trice (Course rapide)[/b] si elle est localisée dans l'arc latéral ou arrière de l'unité chargée.
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Rudelverhalten
Einheiten, die vollständig aus Modellen mit Rudelverhalten bestehen, erhalten Devastating Charge (Swiftstride) während sie den Flanken- oder Rückenbereich einer gegnerischen Einheit angreifen. Dies gilt nicht für Verfolgungs- und Überrennbewegungen.
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Pack Tactics
Units consisting entirely of models with Pack Tactics gain Devastating Charge (Swiftstride) while they are Located in the Charged unit's Flank or Rear Arc.
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Tácticas de la Manada
Las unidades compuestas íntegramente por miniaturas con Tácticas de la Manada obtienen Carga Devastadora (Zancada Veloz) mientras estén Situadas en el Arco Lateral o el Arco Trasero de la Unidad Cargada.
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Tattiche del Branco
Le unità composte interamente da modelli con Tattiche del Branco ottengono Carica Devastante (Falcata Rapida) se sono Situate sul Fianco o sul Retro dell'unità Caricata.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pike
Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.
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Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Pistolet
Portée 12", Tir 1, Fo 4, PA 2, Tir rapide.
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Pistole
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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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".
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Présence imposante
La figurine gagne la règle Une tête au dessus . Elle ne peut jamais être rejointe ou rejoindre une unité, à moins qu’elle ne soit une Plateforme de Guerre .
La portée de ses éventuelles règles Présence impérieuse et Ralliement au drapeau est augmentée de 6″.
Le Rectangle limite d’une unité dont plus de la moitié des figurines a cette règle est considéré comme ayant Présence imposante pour déterminer les Lignes de vue vers lui et si son unité bénéficie d’un Couvert (voir « Classification des figurines », page 98 ).
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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".
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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".
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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".
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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".
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Primal Instinct
Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.
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Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rage
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 souffre d'un malus de -1 en valeur d'Attaque.
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Wutanfall
Immer wenn das Modell einen Lebenspunkt verliert, erhält es +1 Attackewert. Immer wenn das Modell einen Lebenspunkt erhält, erleidet es -1 Attackewert.
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Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
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Rabia
Cada vez que la miniatura pierda un Punto de Vida, obtiene +1 Valor de Ataques. Cada vez que obtenga un Punto de Vida, sufre -1 Valor de Ataques.
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Rabbia
Ogni volta che il modello perde un Punto Vita, ottiene +1 Numero di Attacchi. Ogni volta che il modello ottiene un Punto Vita, perde -1 Numero di Attacchi.
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Rally Around the Flag
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Ralliement au drapeau
La figurine possédant cette règle, si elle n’est pas en fuite, donne à toutes les unités alliées à 12″ ou moins, même celles en fuite, la capacité de relancer leurs Tests de discipline ratés si elles le souhaitent.
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Um die Flagge Sammeln
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Rally Around the Flag
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Reagruparse en Torno a la Bandera
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Raccogliersi Sotto lo Stendardo
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sons of the Avalanche
Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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Sturdy
Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The bigger they are...
Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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The Curse is my Master
Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).
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Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
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Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
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Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
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Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
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Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
|
Troll Belch
Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
We are the Hunters!
Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
Yer comin’ with me!
Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.
|
EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
A Dirty Trick
While fighting in a Duel, the bearer gains +1 Attack.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Appel du destin
Ne peut pas être pris par des figurines avec Présence imposante ou étant un Assemblage de Grande taille.
Enchantement : Armure portée.
Le porteur gagne Ægide (4+). De plus, son armure passe à 3 et ne peut jamais être améliorée au-delà.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Injection de basalte
Enchantement : Armure portée.
Le porteur gagne +1 en Armure et Ægide (3+, contre les Attaques enflammées).
Le porteur rate automatiquement tous ses jets de sauvegarde de Fortitude.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
|
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and 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.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
|
Parchemin d'entrave
0–2 par armée.
Usage unique. Peut être activé après avoir siphonné le Voile (étape 3 de la Séquence de la Phase de magie).
Une fois activé, désignez une figurine ennemie et choisissez un de ses sorts (y compris les Sorts liés ou Attributs de la Voie). Cette figurine ne peut lancer ce sort durant cette Phase de magie. Un seul Parchemin d’entrave peut être activé durant une même phase.
|
Binding Scroll
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Borgionoli's Strength
The bearer gains [b]Crush Attack[/b].
|
Mimic Cloak
Stand Behind
|
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.
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
Mimic Cloak
Stand Behind
|
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 knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Héritage magique
Dominant. Magicien uniquement.
Le porteur gagne le Sort héréditaire de son armée durant l’étape de Sélection des sorts.
Le porteur connaît toujours ce sort en plus de ses autres sorts et ne peut pas le sélectionner de nouveau durant l’étape de Sélection des sorts.
De plus, il ne peut pas le remplacer ou le perdre d’une quelconque manière.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
|
Magical Heirloom
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot 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.
|
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Couronne du roi-magicien
Ne peut être prise par un Magicien.
Au moment de l’étape de Sélection des sorts, tirez au sort une Voie de magie parmi celles de ce livre.
Le porteur devient un Apprenti magicien utilisant cette Voie de magie. Le porteur ne peut choisir le Sort héréditaire de son armée. Le porteur ne peut choisir aucune amélioration (Objet spécial ou autre) réservée aux Magiciens (ou à certains types de Magiciens).
|
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Crown of the Wizard King
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Corona del re mago
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon's Scales
The bearer gains [b]Distracting[/b].
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Flaming Star
Attacks made with this weapon gain [b]Lightning Reflexes[/b]. The bearer can choose to discard a single Veil Token in your Shooting phase, each Round of Combat and the charge phase. If he does, he gains [b]Breath Attack (Strength 4, Armour Penetration 0, Flaming Attacks)[/b] until the end of the phase. This Breath Attack always causes only D6 instead of 2D6 hits.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Golden Gleam
The bearer gains +1 Armour and [b]Immune (Multiple Wounds)[/b].
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
|
Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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Tueuse de rois
Enchantement : Arme de corps à corps.
Lorsqu’il utilise cette arme, son porteur gagne +X en valeur d’Attaque, et les attaques effectuées avec cette arme gagnent +X en Force, +X en Pénétration d’armure et Attaque magique, où « X » est égal au nombre de Personnages ennemis en contact avec l’unité du porteur.
Ce bonus est calculé au Palier d’initiative où ces attaques sont effectuées et ne vaut que pour ce palier.
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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King Slayer
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
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Sterminatrice di re
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
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Luce purificante
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Magical Hardening
An armour can be enchanted up to three times with this enchantment. Each instance grants the bearer +1 Armour.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Pendant of Equality
Whenever the bearer fights in a duel, choose a model part without Harnessed he is duelling with. Both the chosen model part and the bearer suffer -2 Attack Value until the Dueal ends.
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Potion of Swiftness
+3 Agi.
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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.
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Potion of Swiftness
+3 Agi.
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Potion of Swiftness
+3 Agi.
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Potion of Swiftness
+3 Agi.
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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.
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Sharpshooter's Eye
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, [b]Multiple Wounds (2, against Large)[/b] and [b]Quick to Fire[/b].
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Soulcatcher
Roll a D6 during step 3 of your Magic Phase (Siphon the Veil) and add the current turn number. If the result is 7 or higher, you gain a Veil Token to your Veil Token Pool.
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Talisman of Shielding
Aegis (5+).
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Talisman de protection
Le porteur gagne Ægide (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talismano di protezione
The bearer gains Aegis (5+).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman du Vide
Le porteur gagne Canalisation (1).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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Talismano del vuoto
The bearer gains Channel (1).
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Bastion
One use only. At the beginning of any Close Combat Phase, the bearer may choose to use this item. If so, the bearer gains [b]Aegis (3+)[/b] until the end of the Round.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Mirror Brigade
One use only. The bearer can make the following Special Attack: The attack uses the bearer's Agility and Offensive Skill. Declare that you are using this Attack at the start of the Initiative Step (before rolling to hit). This Special Attack grants the bearer 4D3 additional Attacks, which [b]always[/b] have Strength 4 and Armour Penetration 1.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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The Plagiator
The bearer can cast the following Bound Spell with Energy Level (4 / 8) and Type Augment, range 18" and duration One Turn: The target gains D3 re-rolls, which can be used for to-Hit, to-Wound rolls and Armour Saves. Unused re-rolls are lost at the beginning of your next Magic Phase.
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Touch of Greatness
+1 Str and +1 AP.
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Touché par la grâce
Enchantement : Arme de corps à corps.
Les attaques effectuées avec cette arme gagnent +1 en Force, +1 en Pénétration d’armure et Attaque magique.
Les modificateurs de Force donnés par cette arme (en combinant les bonus conférés par son type d’arme et ceux de son Enchantement) ne peuvent être supérieurs à +2 (mais peuvent néanmoins dépasser cette valeur en vertu de modificateurs provenant d’autres sources, telles que des sorts).
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Touch of Greatness
+1 Str and +1 AP.
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Touch of Greatness
+1 Str and +1 AP.
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Touch of Greatness
+1 Str and +1 AP.
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Tocco di grandigia
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Troll Tonic
Fortitude (5+).
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Warding of Unity
Attached and Resistance (Melee Attacks).
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
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EN | FR | DE | PL | ES | IT |
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Copper's Blessing
Friendly Standard Height Infantry units within 8" of the bearer gain +1 Armour against Ranged Attacks.
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Leopard's Standard
All models in the bearer's unit gain [b]Fearless[/b].
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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Truthsayer's Banner
The unit gains [b]Maximised (Discipline Tests)[/b].
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